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|Sunday, April 13th, 2008|
strategic games and real economy
Hello. Sorry for my English
My friends and me are interested in everything about cybernetics in real
May be you heard about Cybersyn -http://en.wikipedia.org/wiki/Project_Cybersyn
. Stafford Beer -http://en.wikipedia.org/wiki/Stafford_Beer
Cybersyn uses cybernetic algorithms to compress dataflows, show them on
displays in simple graphic way and to predict evolving of Chily economy.
But all solutions were taken by people-operators in control rooms.
We want to stay a questions like
1) what informations do you have about systems like Cybersyn?
2) May be you heard about systems which control country economy fully
3) Do you know science works about automatic analyzing and controlling
of country or big enterprises (communities) economies?
4) What opensource strategic games economy engines do you know?
5) Do you know strategic games developers and architectors whom we can ask our questions about cybernetics in real ecnomy?
Thank you for answers!
|Friday, June 15th, 2007|
Thanks for everyone's comments and information about the gaming industry, specifically the dept. I'm attempting to get into. It did help alot.
So, it's been 4 months that I've been waiting for an interview with Blizzard; as far as I know they have one person (now two, I think?) that handles all the hiring, and they're severely bogged down with a crapload of work (normal game company things, moving departments around, relocating things), not to mention the shitloads of resmues and game reviews (required) they have to read through, which I understand. I find it annoying that they're taking this long, but I understand.
My mother doesn't. She's chosen to believe that no company, ever, would take this long with hiring. I don't think she understands this industry.
What are your guys' experiences with hiring/being hired? Any advice? Insight?
Please. Current Mood: annoyed
|Wednesday, May 2nd, 2007|
Help? Thoughts needed.
So I'm waiting for an interview with a game company, starting in QA/game testing (call it what you like :P). I have been in love with the graphics/concepts/characters/environment of games for as long as I could remember. I've recently become infatuated with cinematics/trailers.
A very good friend of mine has given me some things to think about so as to be prepared for the interview. While I am doing research on my own, I thought it would be a good idea to get some thoughts/opinions from people with experience, who know much more than any internet article could tell me.
Here they are:
* Choose a goal for a career in the gaming industry. It may change, but
an aim is valuable.I want to go in the art direction, obviously (character design, animation, etc.) but I'm not sure what specific categories/positions are in this industry.
* List the skills needed for the goal. Research if you're not sure.I've already got a pretty good idea, and am researching the hell out of this, but what skills/talents are particularly valuable, in your opinions?
* Choose a skill that you can research and make notable progress within
a short amount of time (1-2 months).
Working on the artistic/conceptual portion of things is definately key for my career, but what skills, in your opinions, are particularly important in regards to QA that would enable me to quickly progress and advance out
of QA? (I've been told by many that most people IN QA want to become game designers, but most get stuck in QA and stay there, which is exactly what I don't want.)
Thank you a million times over for helping me. I greatly value and appreciate advice/comments/thoughts/opinions from people actually involved in this, who have experience. Current Mood: anxious
|Tuesday, April 3rd, 2007|
Game Testers Wanted
You've already made it your life. Why not make it your living? Do what you do best all day long: playing, testing and rating video games!
Gamers wanted to test product for a well known distributor. Qualified Applicants must...
-Possess strong written and verbal skills
-Be able to play with an analytical eye
-Be 18 years or older
-Be authorized to work in Canada
-Be available M-F, 8-5 for 3-6 months, starting in April 2007.
Utilize a State-of-the-Art facility and get a sneak peak at what the future of the industry has to offer. Get paid to play today!
-Start dates are weekly every Monday beginning in April, SO HURRY and don't get beat out!!
VOLT Technical Resources
|Friday, February 23rd, 2007|
Just wanted to top by and introduce myself.. I am a game designer and it's great to find a community of people who I can relate to! Hope everyone is doing well... add me to your friends! Current Mood: bouncy
|Monday, February 12th, 2007|
newbie with a couple of questions about boards
Ok, so I made my first game a few days ago.. actually make that a couple of games, but since they use the same board and pieces of roughly the same shape it's not too important.
1. What size do the boards of most games tend to be? Like, what is a good size to make my board so that 2-6 players can hunch over it? Dimensions in cm would be appreciated but inches will do, I can always google for conversions :P
2. Related to the above, my pieces/tokens are going to be equilateral triangles. What's a good size for pieces of cardboard/balsa wood/whatever for them not to be a) so small as to get lost or be too hard to pick up, or b) so big that I can't fit plenty of them on a standard sized board.
Thanks in advance :D
EDIT: One more question!
3. Is there a way to choose a player completely randomly without resorting to dice-rolling? Because I'm a bit wary of adding a die purely for a single relatively unimportant bit of gameplay. Especially since I already have a bazillion different pieces in the game without adding more random stuff.
|Friday, September 15th, 2006|
|Tuesday, September 12th, 2006|
Hey guys. I've got a game that's more or less hit the Beta stage and I'd like some advice on the balance. Its a 2D Civ-ish Settlers-ish tick based game.
You can find it here: Vox Imperium
Here you can see some majestic Cannons majesticly cannon-ing.
You can find the stat listings and such in the Instruction manual, but its hard to get a feel for the gameplay from that alone. I know right now that the Marketplace is busted... and I need to cap the number of Workers you're allowed to produce somehow.
Anyway, any input would be great. I've been working on this thing for a long time.
|Thursday, August 24th, 2006|
New version of djuzeppe online AI engine is ready. Now you can teach Natasha bot from main page.http://project.comex.ru/ai/ai.php
Now bot know mostly russian, but you can teach her english language.
There are three inputboxes in teaching form. In first put keywords, in second - answers, in third - tegs/themes. Like in flickr you can assigne tegs/themes not to pictures, but to keywords and answers.
Divide keywords and tegs with one comma ",". Answers divide with two commas ",,".
|Friday, August 18th, 2006|
I'm working on an abstract strategy game, and I'm having a bit of trouble wording one of the rules so that it is both clear and concise.
Basically, each of the three pieces in this game has its own unique movement style, which is affected by the placement of the other pieces. For this piece, the shape of the move is determined by the positions of the other pieces relative to one another, so that if it were on the space of the first piece, it could move to the space of the second.
The diagram will probably make more sense:
Anyone have any phrasing suggestions?
|Friday, July 28th, 2006|
|Thursday, May 4th, 2006|
Seeking playtesters for a bluffing game concept
I have a concept for a bluffing game. Before I get all bogged down in making it go, I want to test the concept.
I'm looking for a few people who are willing to test the concept with me. If I can find some people in the Twin Cities, bonus. Otherwise, if I can find some willing participants who can get together with me on IM (where I'm also "patrickwonders"), that'd work, too.
Interested folks should enjoy bluffing games---poker-ish. Comfort with figuring probabilities might be useful as might a dash of bravado.
Thanks in advance....
ps. I'm perfectly willing to return the favor and playtest also... my main gaming interests are logic/puzzler games, team-sports games (though not so much with American football), and bluffing games.
(crossposted) Current Mood: hopeful
|Saturday, February 11th, 2006|
Thought this would be of interest to some of you. http://s1.bitefight.org/c.php?uid=9125
Is a click game with a difference. You build up your characted through experience. A bit of fun and something to kill the time when it's quiet at work.
If you are not interested that's cool. Just a suggestion. If you are feeling nice and aren't interested anyway, you could click the link anyway; that's all you'd have to do - you'd never hear anything else about it.
Or you can click the link; register and start interacting with the community. Have a look, see what you think. It's got potential with regards to character development, but can also be played at a distance. It's text based, but in realtime.
If it's way off topic feel free to delete.
|Thursday, December 22nd, 2005|
System Balance Questions
I'm thinking about the combat/stats design for a PvE multiplayer roguelike, and I was interested in getting some feedback. This is still very preliminary; I'm not ready to do the coding for this part yet, but I'd like to try to solidify some of my ideas so I know where I'm going and can make sure that the rest of the code is able to support it.( Details...Collapse )
|Saturday, December 10th, 2005|
Négone: La Fuga - The 31st Century Coming Near You.
Hey you guys, I cross-posted the entry below in my own journal- which is what it was meant for, really. But I figure I'd get more of the help I need to include Négone
in the Wikipedia
. If you haven't heard of Négone
yet, read on. +++++++++
It's probably in the Bible: The future of gaming is in a three-storey high-security virtual prison, my luv. And your console?
Will it be:
a. The PS?f. A wristband!
b. The GC?
c. The X-Box?
d. The Revolution?
e. A new Handheld?
Ba-da bing. Négone
's official site is still only available to be viewed in Spanish [ because they are Spanish ], and no one as yet has bothered to even list them in the Wikipedia
but baby, they ain't new. In fact, they are four. Négone
, is the world's first most successfully developed immersive interactive game concept by Differend Games
which was founded by Jorge Juan García Alonso and sister, Silvia, who were inspired by online role-playing games as well as the films Tron
and the violent sci-fi flick Cube
underwent 18-month testing period was initiated in 2002, after which it later opened its first premises mid-2003 in Madrid with Version 1.0 of La Fuga [ The Breakout ], which was improved to Version 2.0 that includes more advanced contents for a more realistic gaming experience by September of 2004, where the second Négone
was built on Captain Has in Madrid.
Your mission in La Fuga 'course, is to escape by cracking the security system of Mazzina, the highly secured virtual 31st-century prison you are trapped in, which, by the very way, is humongous. It spans across three floors with a capacity to hold 300 players set out on 300 different routes at any time, as well as over 20 individually themed rooms while providing you with the option of travelling on less hospitable grounds crawling through ventilation shafts and ladders, where you might either be congratulated with the occasional suprise of a secret door or hidden bonusses, or find yourself at a dead end. This glorious set was created entirely by film-set designers. Here's a link to their fancy plan
of a prison.
Each player wears a specially designed [ in collaboration with Sokymat
! ] PDA wrist console by which they are tracked and identified through IR-positioning and radio frequency identification [ RDID ] which, apart from revealing just about your every movement, displays your score and related information to your character such as their health level, battery life, an inventory of items you have accumulated as well as how much time you have left. Upon selecting your level of
difficulty, the security guards will then escort you to your designated cell to begin the craze you will, I suspect, soon dump your girlfriend for, if she doesn't ditch you for it first- because: according to Differend Games
, only a measley 5% of first-time players make it to the end. And yet in escaping so soon, it still would not have been possible for any player to explore all the rooms. An average game may only last between 45 to 90 minutes per session, which is the same amount of time my mum used to go at Tetris on the GameBoy, but let's not forget the fact that the system stores all your records under the nickname you register under, so by the time you return for your next game, at least 60% of the puzzles and mazes will be new as well as more difficult
. So if you think dating is a waste of time but never found an awesome reason not to, [t]here you go, ladies and gents.
Alternatively, if your girlfriend appears to be brainy, you could always persuade her to team up with you- there are two group missions available. And this is why: it is not just about running around. Whenever you spot a screen, you would want to activate it because it is an access to help from one of the four pre-recorded characters from an underground hackers' group you are affiliated with. God knows why they're so unattractive, but just so you know, that'd be these guys :
All that is required is that you place your wrist console beneath the screen. The problem is of course- you're gonna need brains. You will need to solve some logic quizzes and/or memory-testing puzzles or something more physical, involving the facilities of the room you are in. What's cool is that they won't kill you from incorrect answers- instead, you get condemned to a punishment cell. If you are lucky, you'll be expelled from the game and not left to rot, say. Correct answers will acquire you some neat new tool to help you with your mission in addition to a score boost, naturally. So as you go on, the screens allow and pace you through different doors throughout the entire building which may lead you at some point, basking in a room of more laser lights than you'd find at a rave, or this enormous bank vault which was a part of the building's former use- of which I found a photo of, btw[!] :
But Differend Games
isn't completely satisfied with the gameplay yet, according to whom, Négone
Version 3.0 will be launched next year where the game will include mobile telecommunications. And because the pair of creators have sophisticated dreams, it has been planned from the beginning to incorporate robots into Version 4.0.. in 2007!
AND. They have decided to start moving the Négone
concept out of Spain. It begins with the opening of one in New York by the end of 2006. And listen to this: "We've planned for 60 locations over the next 10 years, all over the world. It's aggressive, but we believe we have a strong product that will revolutionise the industry." -Jorge Juan.
I doubt they've set an eye on Malaysia but I'd still shit bricks if any one of the 60 locations is one of our neighbouring countries.
You think? p/s: Does anyone want to help out submitting a page on Négone to be included in the Wikipedia, btw? Hit me back. Let's do this. ++++++++ Please only reply here. Cheers lots. Current Mood: hmn hmn hmn.
|Thursday, December 8th, 2005|
Has anyone had any success submitting game designs?
I particularly want to submit designs to Rockstar and EA, do these companies have a standardised submissions program or something like that?
What's the best way for my design to get noticed (apart from being good)? I'm no techie, I come up with the actual mechanics of the game rather than how it's going to work behind the scenes. Is there anyone in particular I should be emailing?
Thanks for any comments.
|Sunday, November 13th, 2005|
Would you like... to play a game?
Good ol' LJ. Just when I've decided I've become christmas cake, kajafoglio
posts a link
to some graphic work that any aspiring evil genius could put in their agenda book. The bottom shot looks like a game being played. I don't even need a manual to guess what the rules would be.
"Take over the world for fun and profit": You play an evil genius bent on taking over the world. Your opponants are other evil geniuses also bent on taking over the world, and a non player character bent on stopping all of you.
Each evil genius has a different end state in mind. The first one to achieve it is the winner, but you don't have to announce any part of your nefarious scheme until you try (try!) to declare victory.
So far, this is sounding like Illuminati
minus the cards. I think I want to make it much harder to guess the agenda of the players, maybe have a branching menu of options. It should be easy for players to help one another in their goals, without admitting them. And declaring victory wants to be something like accusing a murderer in Clue
, where game play continues if the player is wrong. Maybe an unsuccesful takover bid means the losing player now has to work for the 'good guys', trying to maintain the status quo. It might take a lot of tweaking to come up with game rules that don't usually end up in a victory for the non-player forces. (I'm thinking something like the allies in 2 player risk.)
Y'know, board games where the idea is to take over the world have been done to death. The only gimick here is that you're an evil genius with weird ideas about what a better world would look like. For this to work, you'd have to have a system flexible enough to pit the underpants gnomes
against former chief inspector Dreyfus
against Doctor Evil against The Walkin' Dude
Feh. Too much work. I'd rather try to find someone to play this copy of The Twilight War
|Wednesday, November 9th, 2005|
Moments Of Pleasure.
The car industry has something called "Moments Of Pleasure", which are all the little things that make you pick one car over another. The vase of the dashboard of the new Beetle is an example.
The videogame industry has something similar, but they're called features. What's the best features you can think of? Remember, these are the little things that put a shine on the game, not massive things like plot or playability.
I'll start with a couple that made my head spin:
Def Jam Vendetta II: Fight For New York - The create-a-character mode is fantastic. You have to describe your character from the point of view of one of the policemen you ran off the road, like talking to a sketch artist. This is how create-a-character should be, part of the game.
GTA: San Andreas - The first mission is a spanker. GTA3's opening mission was a little dull. I yawned my way through Vice City's opening installment because the game was so similar to GTA3. San Andreas gave me a BMX stolen in enemy turf and enough obstacles to be challenging, without feeling like I wasn't going to make it. The opening sequence and first mission give you a feeling for the city, a lesson in BMXs, an introduction to the plot and a rush, all at the same time.
Anyone else think of something that should be in every game?
|Wednesday, August 10th, 2005|
Hi everyone, I'm new if you haven't guessed. I was hoping that maybe the members of this community could help me with a project for GDC a friend and I are doing.
Please take this survey and help with our research.
All the information will be released at GDC and we wanted real people to answer the survey instead of publisher picked focus groups.
Tell anyone you know about it too, we need as many as we can get and a big variety.http://gamesurvey.hypersprites.com
|Wednesday, June 22nd, 2005|
hey, i just kinda saw this community and it caught my attention. i'm taking a game design class now, but the industry from where i'm from is so small. i'm from the Philippines, by the way. i'm a business major with an interest in the videogaming industry. i wish i had a programming background though. how difficult is it to get into the videogame industry from where you're from? is it absolutely necessary to have a programming background? i'd be happy level editing and texturing or even editing text. hell, since i'm a business major anyway, maybe game marketing.
all those ideas are just up in the air though. Current Mood: weird