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Game Balance Concepts | A continued experiment in game design and teaching

A continued experiment in game design and teaching

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Game Balance Concepts | A continued experiment in game design and teaching | gamebalanceconcepts.wordpress.com Reviews
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Game Balance Concepts | A continued experiment in game design and teaching | gamebalanceconcepts.wordpress.com Reviews

https://gamebalanceconcepts.wordpress.com

A continued experiment in game design and teaching

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1

Level 6: Situational Balance | Game Balance Concepts

https://gamebalanceconcepts.wordpress.com/2010/08/11/level-6-situational-balance

A continued experiment in game design and teaching. Laquo; Level 5: Probability and Randomness Gone Horribly Wrong. Level 7: Advancement, Progression and Pacing. Level 6: Situational Balance. None this week (other than this blog post). Answers to Last Week’s Question. If you want to check your answer from last week:. First of all, if a single shuffle is truly random, then repeating it 50 times is not going to make it any more random, so this is just a waste of computing resources. And if the shuffle.

2

Level 7: Advancement, Progression and Pacing | Game Balance Concepts

https://gamebalanceconcepts.wordpress.com/2010/08/18/level-7-advancement-progression-and-pacing

A continued experiment in game design and teaching. Laquo; Level 6: Situational Balance. Level 8: Metrics and Statistics. Level 7: Advancement, Progression and Pacing. None this week (other than this blog post). Answers to Last Week’s Question. If you want to check your answer from last week:. Well, I must confess I don’t know. The two Boost towers in the center give 50% damage to six Swarm towers surrounding them, thus providing a damage bonus of 1440 damage each, while the two Boost towers on the side ...

3

Level 5: Probability and Randomness Gone Horribly Wrong | Game Balance Concepts

https://gamebalanceconcepts.wordpress.com/2010/08/04/level-5-probability-and-randomness-gone-horribly-wrong

A continued experiment in game design and teaching. Laquo; Level 4: Probability and Randomness. Level 6: Situational Balance. Level 5: Probability and Randomness Gone Horribly Wrong. None this week (other than this blog post). Answers to Last Week’s Questions. If you want to check your answers from last week:. 75 ways to win * $1 winnings) (15 ways for double win * $2) (1 way for triple win * $3) = $108 in winnings. Since we play 216 times and 108 is half of 216, at first this appears to be even-odds.

4

Level 2: Numeric Relationships | Game Balance Concepts

https://gamebalanceconcepts.wordpress.com/2010/07/14/level-2-numeric-relationships

A continued experiment in game design and teaching. Laquo; Level 1: Intro to Game Balance. Level 3: Transitive Mechanics and Cost Curves. Level 2: Numeric Relationships. As promised last week, signups for the paid course are now closed. If you are just finding this blog now, I apologize, but you wouldn’t want to start two weeks behind anyway. If you’re coming late to the party, best advice I can give you is to start reading this blog from the beginning and catch up whenever you do. This Week’s Topic.

5

Level 9: Intransitive Mechanics | Game Balance Concepts

https://gamebalanceconcepts.wordpress.com/2010/09/01/level-9-intransitive-mechanics

A continued experiment in game design and teaching. Laquo; Level 8: Metrics and Statistics. Level 10: Final Boss. Level 9: Intransitive Mechanics. See additional resources at the end of this blog post for further reading. Today we’re going to learn about how to balance intransitive mechanics. As a reminder, intransitive is just a geeky way of saying games like. That is, games where there is no single dominant strategy, because everything can be beaten by something else. Solutions to intransitive mechanics.

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Open Resources - Year of Living Free

http://livingfree.wikidot.com/open-resources

Year of Living Free. Free and Open Game Systems. List of Libre Games. Open Games and Game Engines. Open Publishers and Designers. List of Closed Games. Closed Games and Game Engines. Closed Publishers and Designers. How to join this site? Add a new page. Creative Commons Attribution-Noncommercial-Share Alike. Creative Commons Attribution-Share Alike. Creative Commons NonCommercial Sampling Plus. Creative Commons Sampling Plus. GNU Free Documentation License. GNU General Public License. Forteana: The Fort...

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Vancouver IGS | josh g.'s notes

https://joshg.wordpress.com/2007/05/16/vancouver-igs

Josh g.'s notes. My thoughts on game design, programming, math, teaching, etc. Hey look, there’s a writeup on the game development conference. I attended two weeks ago that I felt like blogging about but couldn’t figure out what to say! I missed the keynotes for the most part – work, commute, etc, whatever – but here are some of my highlights. The MMO design session was another highlight, although mostly for the unusual reason that I hadn’t realized Sherwood Dungeon. This entry was posted in Uncategorized.

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Getting it | josh g.'s notes

https://joshg.wordpress.com/2007/08/02/getting-it

Josh g.'s notes. My thoughts on game design, programming, math, teaching, etc. Ian Bogost’s newest Persuasive Games column. Up on Gamasutra discusses the phenomenon of game industry folk (press especially, it seems) placing the demand on educational or editorial games to “err on the side of more fun” when choosing between fun and educational. To quote a quote from the column:. There is a maxim I hear frequently in the serious games circles, most recently. Repeated by Tim Holt. In a discussion of the.

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Mindstorms: Powerful Ideas is actually a pretty awesome chapter | josh g.'s notes

https://joshg.wordpress.com/2013/03/28/mindstorms-powerful-ideas-is-actually-a-pretty-awesome-chapter

Josh g.'s notes. My thoughts on game design, programming, math, teaching, etc. Mindstorms: Powerful Ideas is actually a pretty awesome chapter. So far I’ve done a lot of critiquing and sniping. Let me just finally make one post that straight-up says this is some fascinating stuff in here. GAL: But now if I connect them with a gossamer thread … is this now two bodies or one? Will it (or they) take two seconds or four to fall to the ground? ARI is confounded – if they are one body, then somehow this ...

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Mini-tutorial: roll your own drawing tool | josh g.'s notes

https://joshg.wordpress.com/2013/09/06/mini-tutorial-roll-your-own-drawing-tool

Josh g.'s notes. My thoughts on game design, programming, math, teaching, etc. Mini-tutorial: roll your own drawing tool. I’ve written up a short introduction on how to try creating your own digital drawing tool in Processing. However it’s over at my .com site, because, I don’t know, I actually managed to snag a .com for the domain name that I’ve had a .org of for years and years now, and publishing an app seemed like a good occasion to make use of it. Quick, go check out this other post. RT @ NCTR UM.

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New app by me: Swarmpaint | josh g.'s notes

https://joshg.wordpress.com/2013/08/18/new-app-by-me-swarmpaint

Josh g.'s notes. My thoughts on game design, programming, math, teaching, etc. New app by me: Swarmpaint. The generative drawing app that I’ve been working on for the last few months has finally gone live on the Google Play store for Android. Is an extension of ideas that took root back before I switched to a teaching career. I was taking New Media classes (taught by Kenneth Newby. An excellent and interesting artist and teacher) and came across the idea of “ computational expresssionism. This inspired m...

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April | 2009 | Game Design Concepts

https://gamedesignconcepts.wordpress.com/2009/04

An experiment in game design and teaching. Archive for April, 2009. April 21, 2009. This class runs from Monday, June 29. Through Sunday, September 6. Posts appear on the blog Mondays and Thursdays each week at noon GMT. Discussions and sharing of ideas happen on a continual basis. This course has one required text, and two recommended texts that will be referenced in several places and provide good “next steps” after the summer course ends. Challenges for Game Designers. A Theory of Fun for Game Design.

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March | 2009 | Game Design Concepts

https://gamedesignconcepts.wordpress.com/2009/03

An experiment in game design and teaching. Archive for March, 2009. What is Game Design Concepts? March 31, 2009. My name is Ian Schreiber. I’ve been working in the video game industry since the turn of the millenium, first as a programmer and then as a game designer. I’ve taught college classes in game design since Fall 2006. For any other information, you can Google me. What is this blog? This blog is a course in game design (specifically, non-digital systems design). This class is open to all. If you ...

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August | 2009 | Game Design Concepts

https://gamedesignconcepts.wordpress.com/2009/08

An experiment in game design and teaching. Archive for August, 2009. Level 19: Game Criticism and Analysis. August 31, 2009. If you have made it this far and kept up with the course in real time then you have a strong will, and a lot of free time. Take a step back and look at what you have done. And realize that this is not the end of your journey, but the beginning. People’s mistakes than your own. Game Criticism, Why We Need It, and Why Reviews Aren’t It. By Greg Costikyan. I could write at length ...

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Flash games recommended by Ben Zamorski. Thursday, May 3, 2007. The Top 10 Zombie Flash Games. Improved version of Boxhead with more rooms, more weapon upgrades, and of course, more zombies! Kill zombies at night. Search for survivors, obtain new weapons, and repair your barricade during the day. Can you last 20 days? The original Boxhead rooms. A great zombie survival game with a storyline. Command your troops as they battle hordes of zombies. Make your way through hordes of zombies, slaughter them all!

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Nintendo Wii Fit Plus Bundle with Mega Accessory Kit. September 12, 2010. For More Info or to Buy Now: www.hsn.com Enjoy theultimate in interactive, motion-based gameplay and fitness with this Nintendo Wii Fit Plus Bundle with Mega Accessory Kit! Wii Fit Plus offers 5 training modes to help you and your… Prices shown on the previously recorded video may not represent the current price. View hsn.com to view the current selling price. HSN Item #279293. Skate It (Wii) – Wii Balance Board Demo Trailer.

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Game Balance Concepts | A continued experiment in game design and teaching

A continued experiment in game design and teaching. Level 10: Final Boss. September 8, 2010. What is an economic system? First, we use the word economy a lot, even in everyday life, so I should define it to be clear. In games, I’ll use the word economy to describe any in-game resource. That’s a pretty broad term, as you could take it to mean that the pieces in. Are a piece economy and I’d argue that yes, they could be thought of that way, it’s just not a particularly. Experience. For example, in. The sel...

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Game Bali – i love bali

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