“My first project” — The tendency towards RPGs

My high school computer science class was taught by a man named Mr Lew, and he was a genius.

As the final project each semester, every student (and a partner) were to make a computer game. Academically speaking, the reason why this was a great idea is obvious — games contain so many aspects of computer science that you can’t really make one without showing everything you’ve learned in the class. Plus it was something everyone could get excited about.

At least it was something the nerds in the class could get excited about (this was pre-PlayStation, so computer gaming … Continue reading

Stealing Game Design… Properly (Part 2a)

Note from Mike in 2012:
I wrote this article and its companion more than 4 years ago. In that time, my game design philosophy has evolved and changed quite a bit. While I think there are still good nuggets to pull out of these articles, I just want to say that they’re no longer as current (in terms of my thinking). That disclaimer done, check it out!

I’ve been struggling for a while getting started on part two of my “Stealing Game Design… Properly” article. I think the reason for it was mainly that I’d picked such … Continue reading