James Wallis levels with you

Posts Tagged ‘game design’

La Règle du Jeu —

I finally played Puerto Rico, Andreas Seyfarth’s award-winning boardgame from 2002, over the weekend. I’ve had it sitting on my games shelf for well over a year, but for some reason I’d forgotten I’d never got around to giving it a try. On Saturday evening I was forcibly reminded of that reason. It wasn’t the […]

Rough Trade —

You’re alone in a foreign country, on a mission of international security. Your police escort has been killed, and you’re in the middle of nowhere, armed only with a pistol and a few rounds of ammunition, most of which you’ve already had to use on malevolent locals. You’ve been captured and injected, you’re alone, no […]

Diana Jones Award 2007: short shortlist announced —

London, 27th June—After much debate the shortlist for the seventh annual Diana Jones Award for Excellence in Gaming, covering the year 2006, has been announced. The Diana Jones Award is given to whatever the Diana Jones Committee believes has best demonstrated ‘excellence in gaming’ in the previous year. This year the committee has shortlisted three […]

Wondering monsters —

I’ve spent the last week in the south of France, just outside Aix-en-Provence, drinking Banyuls and wondering why developers wait for a body to go on holiday before flooding him with emails. It’s been delightful apart from one evening when we were attacked by a scorpion in the house. We were in the kitchen when […]

London ZOIZ —

Not my usual post about games and design, but…. A lot’s been said about the just-unveiled logo for the London Olympics in 2012, most of it negative. I feel that it’s not been given a fair crack of the whip. It’s not as bad as people are saying. It’s much worse. Brand consultancy Wolff Olins […]

Cahiers du Cutscene? —

Wired has suddenly got a bee under its bonnet about the idea that video games need a critical vocabulary before they can begin to be any good, or at least taken seriously. Annalee Newitz argues that film didn’t flower till the 1940s and it was the publication of French film-crit magazine Cahiers du Cinema in […]

Dogs about towns —

Over at Extenuating Circumstances Dan Hon has already done an excellent job of liveblogging chunks of GaME 07 (Imperial College, yesterday) so I won’t duplicate his effort. I will say that it was a good day, the talks were of variable quality, and the stand-outs—as you’d expect—were David Braben talking about ‘Creating Games for the […]

A Hiding to Nothing? —

So Hide and Seek the pervasive games festival happened over the weekend. It was a shame it was such a rainy, vile three days for it. But people seemed to have a good time regardless. And it was interesting to see a games event organised by a group with a primarily theatrical background rather than […]

Things to do in game design #1: cheat —

(This post is a follow-up to “Things not to do in game design #2: cheat“) Because it’s not about fairness or balance or level playing fields. It’s about the user experience. Let me tell you about a game you’ve never played. It’s called StarPower. StarPower was created in 1969 by R. Garry Shirts and published […]