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Category Archives: Punishment and Reward Systems
Design Lessons From Super Mario Bros. 3 – Part I
This guest post is written by Radek Koncewicz, Creative Lead of Incubator Games. You’ll find my (Brice) notes and bolded text throughout. This post is broken into two parts. I could have reproduced the entire thing as one post, but … Continue reading
Trial, Error, and Death in Limbo
Playdead’s Limbo was one of the hottest and most critically acclaimed indie-gone-pro titles of the summer. Set in an entirely black and white world with ambient whispers and shrill screeches, the game evokes a very strong emotional atmosphere driven by … Continue reading
Posted in Game Design Canvas, Indie Game Design, Punishment and Reward Systems
Tagged death, limbo, playdead, xbox360
4 Comments
The Potential of Game Design
In case any of you haven’t seen it, Jesse Schell of Carnegie Mellon gave a great talk at the DICE game development conference. He discusses a lot of the psychological tricks that many cutting edge designs use to monetize their … Continue reading
Posted in Mechanics, Punishment and Reward Systems
2 Comments
To Be or Not to Be: Ingredients for Meaningful Choice in Games
Valkyria Chronicles is a game that embodies well designed choice. Choice is often necessary for the deeper emotions of life. Choice are how people express themselves, design their lives, and make mistakes. It is through choices that we build our … Continue reading
The Game Design Canvas: Punishment and Reward Systems
Photo: i yudai You have many choices in your everyday life. Wake up and jump out of bed, or hit the snooze button? Eat chicken, beef, or veggies? Do some work, or go out with friends? These choices, these actions … Continue reading
