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SELECTED BLOG POSTS |
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Will You Create a World of Consumers or Contributors? |
| Briefly recaps Jesse Schell's thought provoking talk at the 2010 D.I.C.E conference. I'm not a fan of this potential future of games and wonder if game developers will create games to make people better consumers, or better contributors. |
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Breaking the Vicious Cycle |
| "In this article, game designer Reid Kimball posits that instead of striving for replayability, game designers can strive to create inspirational games that need only be played once." -Sande Chen |
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| |  | Infusing Games with a Moral Premise | | I put forth an idea of how to use the concept of a Moral Premise to synchronize both gameplay and narrative to create more meaningful gaming experiences with progressive moral arcs. |
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| |  | The Interactive Montage | | I explore the idea of an interactive montage, adapted from the western film montage technique to include gameplay interactivity. |
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| |  | Forget Fun. Is It Engaging? | | Fun can have a variety of meanings to many people. I explain how fun has a very specific meaning and how its overuse restricts our acceptance of games that can't be described as fun. I offer a new descriptor for all games to strive for that include fun, as well as many other experiences. |
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| |  | Have You Thought About How the Disabled Play Games? | | At GDC 2009 AbleGamers.com teamed up with the IGDA Game Accessibility SIG to ask your fellow game developers this question: "Have you thought about how disabled people play games?" Read on for their responses. |
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| |  | Opinion: Down with Ambition Less is More | | I posit that ambitious development goals leads to less quality and makes crunch inevitable. Instead, why not embrace the concept of "less is more". We just might make better games to boot along with improving quality of life/health. |
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