Archive for the ‘game design’ Category

The Feature Matrix

Tuesday, August 4th, 2009
Mini Ninjas

Hiro face a bunch of evil samurai warriors in Mini Ninjas

I recently finished working on Mini Ninjas, IO Interactive’s new game for Xbox360, Ps3, Wii, PC & DS, due for release September 2009. If you haven’t heard about the game yet, there’s a ton of previews to be found around the web.

During work on Mini Ninjas I had some experiences in dealing with complex feature interactions, that led me to create a simple tool for designing gameplay features.

It’s a tool which can be used during pre-production, when you plan out the feature set you want to include in your game.

It can also be used as a “change management” tool, when you need to get an idea of the implications of adding, changing or removing a specific feature from a game that’s already in development.

I call this “The Feature Matrix” and I’d like to share some of the ideas behind it.

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Book review: Emergence in Games (Penny Sweetser)

Monday, June 29th, 2009

Reviewed by Thomas Løfgren

Emergence in Games - coverEmergence is a highly interesting topic, which is closely intertwined with the future of gameplay and game development. How basic entities interact to form new unpredictable and “creative” high-level behaviors is one of the keys to understanding complex systems, like societies or biological systems (from swarms to ant colonies) – Yes, even how our brains work – So naturally it has great interest for game developers, who are trying to simulate or create interesting environments, for the player to experience and have fun in.

“Emergent Behavior” has been a buzzword in game development for what seems like more than a decade now, and has become even more popular with the huge success of “sandbox games”, like the Grand Theft Auto series. But more linear games can also benefit from emergent systems, like physics or flocking. It seems like a topic that every serious game developer should look into, and consider designing for, when building the framework for their games.

With this in mind, I was pretty thrilled to get my hands on a copy of “Emergence in Games“. And immediately started tearing through it. Reading the book it quickly became clear that it’s a lot closer related to a scientific or academic paper, than a creative “cookbook”. The book spends a huge amount of the whitespace defining key terms, making bullet point lists, putting things in boxes with labels on, citing sources, and then summing it all up again. Sometimes this makes you ask yourself what the actual content of what you just read was.

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Student game ‘Nevermore’ has style, needs gameplay

Saturday, May 9th, 2009

I recently reviewed the Danish student game “Nevermore”, one of a series of games, to come out of DADIU (”The Danish Academy of Digital, Interactive Entertainment”).

You can find my review (in Danish) on the dr.dk game blog, or read my (poorly) translated version below.

Try out Nevermore and the other free student games.

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