Game design

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Indie Game Design Manifesto

Today seems to be the day of discoveries: here an article by Edmund McMillen (of Gish and Super Meat Boy fame) on about Indie Game Design Do’s and Don’ts:


Things to Remember

After a first, tightly packed week about game business, it is time to write down some essential bits of advice.


Alone Together

In a study done on player interactions within World of Warcraft, a graphics-based online multiplayer game, the results found that “solable” classes, in other words classes that required the least social



Everything we do in terms of “content” threatens the underlying core of “game” - if done correctly, everything blends seamlessly. If not, then the best art/interface/VO/story in the world cannot salvage a damaged core.

American McGee is becoming more and more my personal hero. He seems to be one of those very few game designers out there that truly believe in games as a form of art on their own.

Of course, the fact that he just recently announced a sequel to his scary, gorgeous, brilliant Alice adds to that. I think I'll have to buy a PS3 just for that alone. (Actually, I have now one. Ha!)


Way of Play

A discussion with my boyfriend made me realise something about different ways of play – or, more exactly – how and why I play games.

I for myself don’t like competition much. Seeing yourself displayed on a single additional sheet as the very last person of the ladder of a athletics competition is not exactly helping boost your self-esteem. Picked as the last one whenever teams for football, floorball or basketball are formed neither. So what did I do?


On Achievements

After reading Michaël Samyn's post on achievements I realised that more and more games are implementing this, though not always calling it achievements.