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Game academic Robert Yang discussed the history and future of level design as a discipline at GDC 2015 as a part of the Level Design in a Day summit. He analyzed level design in a critical sense, connecting it to a bigger context, and answering the question of what level design might look like in the future.
He believes you can look at level design from four different perspectives:
- As a material -- as data.
- As industrial process.
- As architectural space.
- As community politics.
He provided an overview of the history of level design editors, explaining that they have become much more useful given the creator's focus on establishing more efficient workflows for designers. In doing so, however, we have also establishing a culture of hyper-specializat…
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Greetings from GDC 2015!
In the session Beyond Binary Choices: How Players Engage with Morality, Amanda Lange — a tech evangelist for Microsoft, detailed the results of a study she recently conducted about the narrative choices players make in video games. The questions were based on either the game or the player’s definition of good and evil. Surprisingly, only five percent of her subjects played as evil during heir first playthrough. This suggests to Lange that games don’t necessarily allow us to experiment with our sense of morality, as most of the decisions made by players in games tend to align with the decisions they would make in reality.
She found that players had and easier time making decisions when they could align with a given fa…
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Rosie Rappaport, lead designer on the EverQuest Next team, told convention attendees about how her team looked to Lego bricks for inspiration when building the prototype for EverQuest Next: Landmark while comprehensively detailing the process that brought about the standalone level editor. Landmark started out as merely a tool for the development team but proved so fun that they made it into a game. Sony Online Entertainment tasked the team with building something that was, like the original EverQuest before it, Revolutionary, as opposed to Evolutionary. Because the market is inundated with MMOs, they wanted the team to develop something that truly blew people away. They decided it was a good idea to build a revolutionary prototype to do …
ChaIR lead animator Scott Stoddard gave a talk on the first day of GDC2014 detailing various aspects of Infinity Blade's design that helped make it such a successful property. He touched on three key elements: core combat, metagame, and analytics.
Stoddard pointed to the game's focus on having players use simple actions -- swipes of the finger -- to elicit dramatic feedback in the game. Substantial effort was paid to making things feel dynamic, malleable, and fun. "Good gameplay happens when you balance interesting play abilities with interesting play challenges," Stoddard said, pointing to the game's parry system. That said, the team needed to design a simple, but deep metagame overlay to give the game's many interesting abilities meaning. …
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Calling all dragon fans! Throughout the centuries, in lands far away and forgotten, mankind has battled dragons. Now, from Middle-earth, the Wizarding World, the Seven Kingdoms of Westeros, and many other realms, the great creatures have gathered to fight one another in an epic battle!
As these dragons battle it out, YOU can decide which dragon will reign supreme in Wikia's Epic Dragon Battle! Click here to vote for the dragons you'd like to see move on to the next round, and keep checking back to discover if your chosen dragon has advanced!Read more >