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flatfingers-theory.blogspot.com

Theory by Flatfingers

Design commentaries on computer games... mostly.

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Theory by Flatfingers | flatfingers-theory.blogspot.com Reviews
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Design commentaries on computer games... mostly.
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1 theory by flatfingers
2 let's talk gwent
3 only more so
4 general observations
5 gwent
6 gweeeeeeeeent
7 this is accurate
8 gwent described
9 northern realms
10 nilfgaardian empire
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theory by flatfingers,let's talk gwent,only more so,general observations,gwent,gweeeeeeeeent,this is accurate,gwent described,northern realms,nilfgaardian empire,scoia'tael,monsters,special cards,biting frost,impenetrable fog,torrential rain,clear weather
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Theory by Flatfingers | flatfingers-theory.blogspot.com Reviews

https://flatfingers-theory.blogspot.com

Design commentaries on computer games... mostly.

INTERNAL PAGES

flatfingers-theory.blogspot.com flatfingers-theory.blogspot.com
1

Theory by Flatfingers: Storybricks: The Rehumanization of Roleplaying Games

http://flatfingers-theory.blogspot.com/2011/09/storybricks-rehumanization-of.html

Design commentaries on computer games. mostly. Tuesday, September 20, 2011. Storybricks: The Rehumanization of Roleplaying Games. Anyone who has followed this blog for any length of time will know that I tend to look at game design (like everything else) from a fairly high-level perspective. And Socializer gamers among us. This is why I've developed numerous ideas and criticisms around the goal of helping gameworlds feel more "alive." In particular, I've criticized the practice. This is radically differe...

2

Theory by Flatfingers: How System Shock Can Save the Computer Game Industry

http://flatfingers-theory.blogspot.com/2013/08/the-recent-flap-over.html

Design commentaries on computer games. mostly. Sunday, August 18, 2013. How System Shock Can Save the Computer Game Industry. Over Arkane/Bethesda/Zenimax taking over Prey 2 and possibly turning it into a "spiritual successor" to the original System Shock computer game by Looking Glass got me thinking: why does this matter? What is it about System Shock that makes this news important? For example, is there a robot blocking your way? Destroy the robot by shooting it. Sneak up on the robot to use your Deac...

3

Theory by Flatfingers: The Prisoner's Dilemma and Multiplayer Game Design

http://flatfingers-theory.blogspot.com/2010/07/prisoners-dilemma-and-multiplayer-game.html

Design commentaries on computer games. mostly. Friday, July 23, 2010. The Prisoner's Dilemma and Multiplayer Game Design. One of the most fascinating things about massively multiplayer online roleplaying games (MMORPGs) is that, although these games are for the most part designed to promote competitive behavior, cooperation among players frequently emerges. What are the features of these gameworlds that enable islands of cooperation to emerge out of a sea of advantage-taking? Understanding this means tak...

4

Theory by Flatfingers: MMORPGs: The Evolutionary Dead End

http://flatfingers-theory.blogspot.com/2010/02/mmorpgs-evolutionary-dead-end.html

Design commentaries on computer games. mostly. Thursday, February 18, 2010. MMORPGs: The Evolutionary Dead End. Brian "Psychochild" Green, in a thoughtful post ( MMOs Change Over Time. On his blog, asks the question: Do you enjoy your favorite MMORPG more or less because of the changes that have been applied to it? To change in any meaningful way. Why are so many designers willing to put up with such limits to creative expression? From my perspective, the problem with MMORPGs is not that there is too muc...

5

Theory by Flatfingers: Asynchronous Collaboration in Online Games

http://flatfingers-theory.blogspot.com/2008/01/asynchronous-collaboration-in-mmorpgs.html

Design commentaries on computer games. mostly. Friday, January 18, 2008. Asynchronous Collaboration in Online Games. One of the most persistent myths of online gaming is that people who aren't gregarious don't contribute usefully in massively multiplayer online games. So here's the phrase that sums up how and why non-social gamers ought to be welcomed in MMORPGs: asynchronous collaboration. Most people tend to perceive right-here-right-now - synchronous collaboration - to be the only valid form of social...

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Updated Website Layout | Douglas Buzzell

http://www.workshoppe.com/2014/03/27/updated-website-layout

Producer / designer / programmer. March 27, 2014. I’m trying a new layout for the website. The large image used with the old “Blue Skies” theme looked too much like the old Windows default desktop image. It was time for an update. Some of the specialized CSS I created for use with the old layout still works, but it doesn’t have the same visual impact. The formatting is a little off in places, so the new layout will need some adjustments, but for now it is adequate. Leave a Reply Cancel reply.

raphkoster.com raphkoster.com

Declaring the Rights of Metaplace Users – Raph's Website

http://www.raphkoster.com/2008/09/15/declaring-the-rights-of-metaplace-users

Raph Koster's personal website: MMOs, gaming, writing, art, music, books. A Theory of Fun. Laws of Online World Design. The Online World Timeline. AGDC08: Lane Merrifield, At Their Service. AGDC08 / WiM: Google Lively keynote. Declaring the Rights of Metaplace Users. Posted by Raph Koster. Tagged with: avatar rights. S has already been mentioned. Online, today at the Austin Game Conference Metaplace. 8221; What does that mean? It means, in a nutshell, that we are signing up for the following:. Here&#8217...

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Preview | Douglas Buzzell

http://www.workshoppe.com/category/preview

Producer / designer / programmer. The Oculus Rift VR Headset. August 5, 2013. The Oculus Rift, by Oculus VR is a next-generation virtual reality headset designed for immersive gaming. This post is a quick look at the developer kit for the Oculus Rift VR Headset; Version 1.1. I ordered one kit for my development team to use on a game project. Raph Koster's Website. And Air Balloon Theme.

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Contest | Douglas Buzzell

http://www.workshoppe.com/category/contest

Producer / designer / programmer. PlayFab Seattle Game Jam. October 12, 2015. The Seattle Game Jam hosted by PlayFab ran from October 9th to the 11th. The event was a friendly gathering of game developers and designers competing to create the best game over the weekend. The rules were designed to allow for a fun and entertaining — beginner friendly. April 27, 2013. May 25, 2012. Raph Koster's Website. And Air Balloon Theme.

workshoppe.com workshoppe.com

Peripheral | Douglas Buzzell

http://www.workshoppe.com/tag/peripheral

Producer / designer / programmer. The Oculus Rift VR Headset. August 5, 2013. The Oculus Rift, by Oculus VR is a next-generation virtual reality headset designed for immersive gaming. This post is a quick look at the developer kit for the Oculus Rift VR Headset; Version 1.1. I ordered one kit for my development team to use on a game project. Raph Koster's Website. And Air Balloon Theme.

workshoppe.com workshoppe.com

Toolbox | Douglas Buzzell

http://www.workshoppe.com/toolbox

Producer / designer / programmer. A list of links to useful resources. 8212; based on the Myers-Briggs Type Indicator. RichardStep Strengths and Weaknesses Aptitude Test (RSWAT). 8212; based on StrengthsFinder 2.0. Task Priority System at Zen Rhino. 8212; by Benjamin Ellinger. Leave a Reply Cancel reply. You must be logged in. To post a comment. Raph Koster's Website. And Air Balloon Theme.

ludological.wordpress.com ludological.wordpress.com

AI Design | Ludological

https://ludological.wordpress.com/online-portfolio/spider-mine

Studying games and their design. The publisher decided to take this Edge of Reality project in a much less sci-fi direction, so my spider mine AI type was cut. Still, I always liked how the design of the spider mine required a change in strategy and how tension builds naturally as several spider mines close in on the player. Spider mines are small, mobile proximity mines that are deployed in groups and use a red light, green light strategy to advance on the player character. Basic Movement and Behavior.

ludological.wordpress.com ludological.wordpress.com

Online Portfolio | Ludological

https://ludological.wordpress.com/online-portfolio

Studying games and their design. Here are a few samples from the many design tasks that I’ve loved. Blog at WordPress.com.

workshoppe.com workshoppe.com

Headset | Douglas Buzzell

http://www.workshoppe.com/tag/headset

Producer / designer / programmer. Raph Koster's Website. And Air Balloon Theme.

workshoppe.com workshoppe.com

Uncategorized | Douglas Buzzell

http://www.workshoppe.com/category/uncategorized

Producer / designer / programmer. America’s Most Prolific Inventor. October 28, 2015. A new record was set on July 7th, 2015. That was the day the U.S. Patent office issued U.S. Patent No. 9,075,906 to Lowell Wood; breaking the record number of patents held by an American. The previous record was set on May 16th, 1933 by Thomas Alva Edison. May 22, 2014. March 27, 2014. Where Good Ideas Come From. September 18, 2012. Where do good ideas come from? Raph Koster's Website. And Air Balloon Theme.

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Theory by Flatfingers

Design commentaries on computer games. mostly. Wednesday, September 23, 2015. The Witcher 3: An Analysis of Tactics and Strategy in Gwent. If you've been playing The Witcher 3. You almost certainly know what Gwent is: the collectible card game that can be played with many AI characters in the game world. It's like Pazaak in the two Knights of the Old Republic games. It's a really good game. Gwent consists of two parts: acquiring cards for four different deck types, and playing games of Gwent with NPCs.

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