MAME

At Raph Koster’s suggestion (I think it was him), I’ve been playing through the arcade games on MAME sorted chronologically. It’s FASCINATING to watch games evolve in an environment where there are no genres or rules established yet. Almost every game is an incredibly new and amazing concept, and they’re all fun, because there is no visual or audio spectacle for them to fall back on if they weren’t.

Equally interesting is that EXTREMELY early there were a run of clones of a multiplayer snake-like games (I kind of always assumed that snake was first, and that multiplayer snake was more or less invented by Tron?). So we either have these incredibly innovative and distinct group of games ever or EXACT clones. It’s super refreshing and cool! Recommended for any game designers out there!

In Response to Keith’s Look-Ahead Article | Dinofarm Forums

In Response to Keith’s Look-Ahead Article | Dinofarm Forums

This is definitely the best forum thread I’ve seen in a long time (maybe ever?). It’s pretty in-depth and starts out sliiightly flamey, but ends up becoming very analytical and useful. AWESOME GAME DESIGN INSIGHTS WITHIN.

Superhot Is The FPS Made Cool Again | Rock, Paper, Shotgun

Superhot Is The FPS Made Cool Again | Rock, Paper, Shotgun

Superhot is starting to look really awesome! Continuous space and continuous time, but with a turn-based type feel. Really interested in seeing where this one is going. This type of design seems like pretty fertile ground.

tiny-design:

The Battle Frontier in Pokemon Emerald was created as the ultimate set of endgame content to the game, at least in terms of battles. In creating a multitude of alternative battle experiences (whether it be randomized rental Pokemon in the Battle Factory, the cryptic rooms in the Battle Pike, etc.), the game was able to challenge the players for theoretically hundreds of hours, without having to create any new Pokemon.

Always thought it would be cool to riff on the pokemon core idea. Dragon warrior monsters and Ni-No-Kuni are the only games that come to mind are nice examples of that kind of thing. Hmm, maybe there are others I’m not thinking of?

Single Player Turn-Based Hero Game

In honor of Evil Geniuses’ epic victory at TI5 (#bleedblue #ppdismysensei #bestTIevar), here is an idea that we had at Brain Good Games:

-Single player turn based game.
-Control a hero unit with turn based cooldowns
-Against AI controlled enemies that probably all act after you do your turn
-Random a “Hero” at the start with a certain skillset
-Can change out your skills and improve them as you descend dungeon levels (a la Hoplite)
-Single player ladder to minimize time spent with too easy or too hard of a challenge
-Possibly an Active Time Battle timer and/or some fog of war/hidden information to keep things from feeling too dry/mitigate analysis paralysis.