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Finding Fiero in Game Design: April 2008
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Finding Fiero in Game Design. Thursday, April 17, 2008. Casual vs. Hardcore. After making my opinion known about this touchy subject on my recent podcast. I figured I should shore up that opinion with some reasoning. First, this is Raph's Post. That started the discussion. The question is, where does a player sit on the continuum between casual and hardcore? What we are left with as an accurate measure is the level that players feel like they are emotionally invested or engaged with a game. People wh...
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Finding Fiero in Game Design: Brewing Tea in the Office
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Finding Fiero in Game Design. Sunday, March 23, 2014. Brewing Tea in the Office. I drink a liter or more of tea per day, and keep 15 to 30 types of tea at my desk. Over the years, this habit has taught me some tips about brewing tea using a standard hot/cold water dispenser. Most black teas are best steeped in near-boiling (195-210 °. Oolong is easy to brew in the office; most hot water dispensers produce exactly the right temperature water for it (about 185 °. You can get the extra heat to transfer to y...
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Finding Fiero in Game Design: December 2012
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Finding Fiero in Game Design. Saturday, December 1, 2012. Terminology Review: Girlfriend Mode. To recap the Borderlands 2. Situation, the creators of the game wanted to make a character and skill tree that would appeal to players who are less talented at playing first person shooters. They came up with Gaige the Mechromancer. A solid addition to the game. The trouble started when the lead designer (John Hemingway) referred to the Mechromancer as 'Girlfriend Mode' in a Eurogamer interview. So, he adds sev...
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Finding Fiero in Game Design: April 2009
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Finding Fiero in Game Design. Sunday, April 5, 2009. Tidbits and Takeaways from GDC 2009. Design games based on your interests and hobbies. For example, Shigeru Miyamoto realized it was fun to weigh himself every morning, and from that we got the Wii Fit. From Satoru Iwata's keynote speech. From Chaim Gingold's presentation. From Scott Roger's presentation. If I had given up, there wouldn't be any Metal Gear series. There wouldn't be any Splinter Cell series either, I guess." This made me lol. Blizzard's...
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Finding Fiero in Game Design: Storytelling in Castle Crashers
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Finding Fiero in Game Design. Sunday, January 31, 2010. Storytelling in Castle Crashers. I picked up Castle Crashers. The other day. It's a well-made brawler with RPG and collection elements. Mention Castle Crashers' simple story, the story telling. Is well done. For example, at the beginning of the Marsh level:. The game is also a good teacher - here's how you are introduced to sandwiches:. You reach a door that you cannot break open. Enemies run onto the screen intermittently, but steadily. Eac...These...
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Finding Fiero in Game Design: February 2008
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Finding Fiero in Game Design. Wednesday, February 27, 2008. It is a steadfast tradition that the booths at the expo offer swag to potential customers and hires. Some booths offer buttons. Other booths offer pens, candy, notepads, toys, gadgets, cloth bags, plastic necklaces. and T-shirts. However, none of the booths I visited had any women's styles or sizes of shirts. I stayed hopeful, though. At each booth with clothing available, I would ask, "Do you have anything for women? So, my thoughts on the matt...
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Finding Fiero in Game Design: November 2008
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Finding Fiero in Game Design. Sunday, November 23, 2008. The Eyes of Master Chief. Why are you getting Halo 3? I gave him my answer. "I cannot go another day forward as a game designer without playing Halo 3. It is too important of a game for me to have missed." (And I'm over a year late! I had read the reviews and back story, of course, and I'd had many long conversations with fellow game designers about the glories and wonders of Halo 3, but somehow, none of that prepared me for playing the real thing.
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Finding Fiero in Game Design: January 2010
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Finding Fiero in Game Design. Sunday, January 31, 2010. Storytelling in Castle Crashers. I picked up Castle Crashers. The other day. It's a well-made brawler with RPG and collection elements. Mention Castle Crashers' simple story, the story telling. Is well done. For example, at the beginning of the Marsh level:. The game is also a good teacher - here's how you are introduced to sandwiches:. You reach a door that you cannot break open. Enemies run onto the screen intermittently, but steadily. Eac...When ...
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Finding Fiero in Game Design: June 2012
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Finding Fiero in Game Design. Monday, June 18, 2012. In Support of Gamers of All Genders. The recent sex-based internet attacks on Anita Sarkeesian and Felicia Day are appalling and inexcusable. Watching the situation has reminded me that I can't just sit around and hope that misogyny in the gamer world will go away on its own. So I'll say here that I support Anita and Felicia, and I'm glad that they have not been silenced or intimidated by the bullying they've received. Felicia's post about her attack.
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Finding Fiero in Game Design: September 2008
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Finding Fiero in Game Design. Saturday, September 20, 2008. Spore makes use of some incorrect biological premises. However, it's all for the sake of good gameplay. Creatures in Spore evolve by spending earned DNA to develop new body parts. In a very general sense, this is a decent representation of how real species develop different traits over time. However, Spore ends up confusing modern evolutionary synthesis. Which has been disproved. However, that's not how evolution works. A population of creat...
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