This article in the series lists the activities, broken down as detailed as possible, that constitutes the game play in a racing game. READ MORE »
Posts in category Game Design Theory
Analysis of Racing Games | Evolution of Racing Games
With the rising numbers in racing games titles, video games developers tried to out-do each other, or tried to justify the gamer’s money, by putting additional game play features such as weapon combat, advantageous items or speed boosters (or otherwise) lying in strategic points in the racing track. With game play features like these, I feel that racing games can be divided into 2 sub-genre…
Combat racing games have started early with the release of DeathTrack in 1989! READ MORE »
Analysis of Racing Games | Analyzing Racing Games
Racing games are fun, no doubt. Not only for the gamer, (or racer, if you like) but races are also fun for the spectators to watch. So where are the fun hidden, in a racing game?
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The Raven’s Basic Principles of Video Game Design | Draft #1
The first draft of my own “Basic Principles of Video Game Design” based off the 13 Principles from the Gamasutra Article “The 13 Basic Principles of Gameplay Design”.
The 13 Basic Principles of Gameplay Design | Matt Allmer | Gamasutra.com
An article that I don’t really agree with as a whole, but its a good step nevertheless. I would say that its very good food for thought… but … NOT AS THE (definitive) 13 basic Principles of Gameplay Design…
3 Components of a Game Interaction
An Interaction in a game could be broken down into 3 components.
What are the 3 components?
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What is a Game?
Its nothing definitive, but just some random food for thoughts, trying to understand what is a Game for myself. (P.S. I’m not an academic, so don’t read if you can’t stomach it.)
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Introduction to User Accessibility in Games
A rather simple and old game design article from Gamasutra.com (6th July, 2005),“Improving Game Accessibility”
Though this article is pretty old, it does provide some useful information that should give a basic introduction to the subject. No frills and straight to the point. Takes just 5 minutes to read, but gives enough information to gain some awareness to this subject for game designers or developers.
Also, I’ve include a table below shows the major forms of disability that affects game play (extracted from the article), and I have included some suggested and game industry standard of overcoming these games accessibility issues.
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“Be able to Enjoy the Game without Sounds”
For user accessibility reasons, I always follow the game design rule for myself when doing game design. (A good thing that comes out would be, if a game is enjoyable without sounds, it could potentially be BETTER with sounds. )
I just wanna bring up this issue just to bring some attention to accessibility in games. Especially when it comes to accessibility for the disabled. A number of people still don’t know about this subject, or simply don’t bother
Sound comes in as a second layer to the game design, to enhance the game experience, make everything feel good, creates the atmosphere, provides additional information…