A ‘Madlibs’ Game Design Doc: Part 2

Warning — I didn’t give this post my usual level of editing and scrutiny because I haven’t been feeling too well.

I wanted to post it, even in its raw state. Hopefully you’ll find some use from these rough notes, and when I move on to the later parts I’ll develop them more fully.

Think of this as a chance to peer inside an in-progress design.

In our last adventure, we went through the theme and designed the enemies. Part 2 is about designing player abilities. If you haven’t read the previous article, this one might not make much sense. … Continue reading

A ‘Madlibs’ Game Design Doc: Part 1

A quick note. The following work is considered public domain information. Use it however you want. If you’d like to tell me about it afterwards, I promise you it will make me a happy man — but if you don’t I won’t lose any sleep.

On twitter the other day, I decided on a whim that I wanted to create and fill out a madlib and then design a game based on the answers I got.

I’m trying to design a game via ‘madlibs.’ I’ll ask questions, and the first response dictates the answer. I’ll post the design on my … Continue reading

More info!

Joystiq has some more info here

EDIT: Kotaku’s coverage is really good too.

Augmented reality dragons. Have you ever heard such a completely radical combination of words in your entire life? Activision and developer Toys for Bob are banking on the novelty of that concept to make their recently announced franchise reboot, Skylanders: Spyro’s Adventure, a hit. Here’s the pitch: The game includes a “Portal” mat, upon which players can place one of over 30 toys modeled after characters, including the titular dragon. This drops the character into the game, where its unique set of skills helps the … Continue reading

What I’ve been working on for the past year and a half!

http://abcnews.go.com/Technology/spyro-breathing-fire-skylanders/story?id=12889789&page=1

As the article mentions, there will be more info coming tomorrow, but I just couldn’t wait:

Skylanders: Spyro’s Adventure.

When the game is running, players can put an action figure on a plastic “portal” or stand and watch the toys appear on their TV, and the toy becomes a moving character in the game for the player to control…

… Once a character’s toy is put on the portal and enters the game, as a player collects gold or levels-up his character or upgrades a weapon, that character’s improved abilities are saved in the toy’s memory. Players can … Continue reading

A list of things that make me happy

So it’s 1 in the morning, I’m awake, and I’m trying to think of things to do. I’ve exhausted my normal avenues of entertainment. I tried googling “make me happy” but got nothing useful.

To that end, I’m going to make a list here of things that make me happy. Because it’s my blog and I can do that kinda shit if I want to.

Oh yeah, I went there.

No particular order, here:

Story Vs Design

“What is more important: story, or design?”

I’ve had this argument countless times, and come down on either side of it (really, whichever side made me right and the other guy wrong). But I’ve been thinking about this lately, and without an ego-interest in either side I’m having a hard time defining the difference between design and story.

One way of splitting the two is this: “Design is what the player does and the story is what is done to the player.”

I don’t really like that one, because it limits story as a non-interactive element. This definition breaks … Continue reading