One of our outreach sites refused to allow access to github.com because "that's where those viruses are."
So, yeah, how are y'all doing?
I make educational games! PhD, Speaker (GDC, TedX). Currently working on TPT/PBS' Hero Elementary! + New IP!
I talk about #gamedev, #gameDesign, #design, #cardGames, #programming, and #learning.
| twitter.com/dennisramirez | |
| VideogameWorkshop | www.videogameworkshop.com |
| blog | www.dennisisawesome.com |
One of our outreach sites refused to allow access to github.com because "that's where those viruses are."
So, yeah, how are y'all doing?
Iterative design
The worst take I've heard in recent memory is someone saying that they thought turn based games only existed because the hardware wasn't good enough to run real time....
Contrary to popular belief, losing to random chance is good, actually. Especially in multiplayer games.
Think about it this way: you want new players to occasionally win so that they don't give up, and you want older players to feel like the game hasn't been solved/get bored.
What is game design? Nothing but a miserable pile of cut content.
I still think hacking a gene sequencer by hiding malware in your blood is one of the most hardcore cyberpunk things we've done as a species.
And we did it almost a decade ago.
To practice creative confidence on a team, members need to feel free to experiment, even during early efforts when results will be far from perfect. For that experimentation to translate into learning, however, at some point you need feedback in order to identify weaknesses and make adjustments the next time.