Apparently eroRL is a thriving sub genre... I'm not going to link to anything though.
Thursday, 29 November 2012
"The roguelike formula is an amazing design plan that isn't used much, mostly because its traditional designs rely on alienatingly complicated user interfaces. Once you crack the roguelike formula, however, it becomes an increasingly beautiful, deep, and everlasting design that allows you to generate a seemingly dynamic experience for players, so that each time they play your game they're getting a totally new adventure."
Posted by Andrew Doull at 3:09 pm
Wednesday, 28 November 2012
99 Levels to Hell
Afterlife 3: Legends of Rickard Bronson
Cardinal Quest II
Claustrophobia: The Downward Struggle
Enter Thy Name
Flight of the Maxima
Fog and Thunder
Hack, Slash, Loot
House of the Lost
Legend of Dungeon
Pineapple Smash Crew
Project gnh20/The game of my dream (sb3dgraph)
Spelunky HTML 5
Stella-111: A Cosmic Voyage
Super Office Stress
Sword of the Stars: The Pit
The Liberate Pixil Cup Quest
The Wizard's Lair
Voyage to Farland
Weird Worlds: Return to Infinite Space
Key words I'm looking for in the comments section: 'No publicly playable release between 14th December 2011 and present day'. I count demos as playable releases. I'm also looking for thoughts on whether invite only or Kickstarter contribution only counts as publicly playable.
Posted by Andrew Doull at 9:54 pm
Tuesday, 27 November 2012
Friday, 16 November 2012
I recently was invited onto a members only game design forum, with a strict rule on contributing and not lurking.
There's some incredibly talented game designers on the forum, having some incredibly interesting conversations about game design. I must have written up drafts for four or five posts in response to various posts, and then thrown them away, because I somehow feel like I'm not adding to the discussion. And I couldn't figure out why...
I believe the biggest challenge in game design is that people don't have a common language to talk about games: a vocabulary of game design. The only way that this will change is if we keep talking about games in public, which anyone can read and contribute to. Knowledge doesn't exist in a vacuum, it is a continuous conversation passed from person to person, and using the greatest knowledge reproduction tool we've discovered - the Internet - to then hide it behind a walled garden feels to me like a betrayal of that tool.
I completely understand why this forum has been set up: as a way to increase the perceived signal to noise ratio. But to me it is all noise. Unless some 13 year old kid in India, some graduate student, some hobbyist would be designer, some jaded industry veteran, some up and coming games journalist, someone unemployed, someone's mother can read what you're saying, you may as well be speaking in silence.
I urge the people involved in this particular forum (in fact any such forum) to find some mechanism for making the conversations that they're having available to a wider audience.
You shouldn't be scared of noise. Noise means you're transmitting on a channel. Pure signal is something that is never heard.
Posted by Andrew Doull at 11:05 pm
Monday, 12 November 2012
A common thread to many developers who have successfully developed interesting games featuring procedural generation is that they don't consider themselves to be great programmers - Tarn Adams of Dwarf Fortress and Brian Walker of Brogue* have both said as much (and I definitely fall into the same category).
Posted by Andrew Doull at 2:00 pm