Wednesday, August 18, 2004

Ok, for tomorrow night’s workshop, we are taking the MacGyver approach to game prototyping. Will it work? I don’t know… but, as always, we’ll figure it out or die trying… well, maybe not *die*… embarrass ourselves perhaps.

So here’s the method to our madness: everyone brings in package that contains four semi-random items that will be incorporated into the design of a game. Items can be almost anything, but must cover each of these four categories and be labelled accordingly: subject matter, event generator, visual aesthetic, random insanity. These can be either precise or representational… doesn’t matter which. There will be a pre-workshop inspection of packages (so to speak) to ensure that there is nothing too inherently destructive. Curve balls are allowed but anyone who brings in a real turkey will be forced to work with it themselves. In addition to their packages, everyone should have paper and pencil at hand.

The workshop will be split into two parts – the first 90 minutes will be spent developing a rough n’ ready prototype; the next ninety minutes will be spent playing them. Games will be judged as to how well they incorporate the theories we have discussed in class… might be a good idea to bone up on those you think have the most application.

I’m inclined to let people pair up for this exercise or maybe even work in trios… we shall see. In addition, we’ll be starting at 7pm and running to 10-10:30 tomorrow night (I still owe you a half hour)… the reason for the late start is that I will be keynoting a graduation ceremony that ends at 7pm.

Fairly clear? Probably not. As always, any questions, please ask.

Monday, August 09, 2004

Friday, August 06, 2004

For next week's workshop, you should familiarize yourself with the contents of this website and be sure that you're comfortable running around Vancouver wearing a brightly colored cape...

Pac Manhattan
As per Jim's request, here is the mentioned article on game balancing according to Brian Reynolds.

GameSpy.com - Developer Corner: The Poor Get Richer: The Ancient Art of Game Balance

Sunday, August 01, 2004

And this one ain't too bad either....

Game Matters: Auto-dynamic difficulty
From Brad and required for this week's game theory class - some good stuff, some debatable but a good primer for game balancing.


Sirlin.net -- Your source of shocking insights on game design
Lotsa reading this week! Another interesting article scrounged by Jim:

GameDev.net -- Designing Games for the Wage Slave