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Shouting from the Sidelines

Shouting from the Sidelines. Game design observations by a rambling maniac. Friday, July 31, 2015. Dota 2 Next Level Meta: Support Broodmother. I have been putting this one off for the longest of times because. I ******* hate playing Broodmother. Scratch that, it's not exactly true, because I like the hero conceptually - it's just that playing him in pubs is miserable. In fact, just as miserable as playing with her on your team usually. So, how does Brood play as a support? Urn is probably not that great...

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Shouting from the Sidelines | sidelineshouting.blogspot.com Reviews
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Shouting from the Sidelines. Game design observations by a rambling maniac. Friday, July 31, 2015. Dota 2 Next Level Meta: Support Broodmother. I have been putting this one off for the longest of times because. I ******* hate playing Broodmother. Scratch that, it's not exactly true, because I like the hero conceptually - it's just that playing him in pubs is miserable. In fact, just as miserable as playing with her on your team usually. So, how does Brood play as a support? Urn is probably not that great...
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2 items
3 game plan
4 experiences
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Shouting from the Sidelines | sidelineshouting.blogspot.com Reviews

https://sidelineshouting.blogspot.com

Shouting from the Sidelines. Game design observations by a rambling maniac. Friday, July 31, 2015. Dota 2 Next Level Meta: Support Broodmother. I have been putting this one off for the longest of times because. I ******* hate playing Broodmother. Scratch that, it's not exactly true, because I like the hero conceptually - it's just that playing him in pubs is miserable. In fact, just as miserable as playing with her on your team usually. So, how does Brood play as a support? Urn is probably not that great...

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Shouting from the Sidelines: January 2015

http://www.sidelineshouting.blogspot.com/2015_01_01_archive.html

Shouting from the Sidelines. Game design observations by a rambling maniac. Thursday, January 29, 2015. Global Game Jam 2015 - Mahou Shoujo Idol Strike! It's that time of the year again! Let me just start by reminding that this section is kinda self-reflective and massively opinionated. So keep in mind that the most important thing when it comes to game ideas at jams is to do whatever the fuck you want -. Posted by Mika Oja. Friday, January 9, 2015. Dragon Age: Origins - Part 2. 1 The roleplaying appeal.

2

Shouting from the Sidelines: Global Game Jam 2015 - Mahou Shoujo Idol Strike!

http://www.sidelineshouting.blogspot.com/2015/01/global-game-jam-2015-mahou-shoujo-idol.html

Shouting from the Sidelines. Game design observations by a rambling maniac. Thursday, January 29, 2015. Global Game Jam 2015 - Mahou Shoujo Idol Strike! It's that time of the year again! Let me just start by reminding that this section is kinda self-reflective and massively opinionated. So keep in mind that the most important thing when it comes to game ideas at jams is to do whatever the fuck you want -. Posted by Mika Oja. Subscribe to: Post Comments (Atom). In this blog I'm just going to write random ...

3

Shouting from the Sidelines: Notable RPG Bosses vol 2

http://www.sidelineshouting.blogspot.com/2012/08/notable-rpg-bosses-vol-2.html

Shouting from the Sidelines. Game design observations by a rambling maniac. Friday, August 17, 2012. Notable RPG Bosses vol 2. Since I'm still playing Shin Megami Tensei: Devil Survivor I don't want to write about it just yet. Instead, we're going to continue our boss series. This time around you're in for a real treat. This particular boss is pretty notorious and indeed does test the limits of fairness. It is however also a really brilliant design. Here goes:. Demi-Fiend (Digital Devil Saga). Well, he a...

4

Shouting from the Sidelines: October 2014

http://www.sidelineshouting.blogspot.com/2014_10_01_archive.html

Shouting from the Sidelines. Game design observations by a rambling maniac. Friday, October 3, 2014. 2 The take-off time. 3 Combat of push-arounds. If time travel / alternate realities as plot elements don't sound convincing enough for you, then how about a rather unique turn-based combat system? Posted by Mika Oja. Subscribe to: Posts (Atom).

5

Shouting from the Sidelines: Dota 2 Next Level Meta: Support Broodmother

http://www.sidelineshouting.blogspot.com/2015/07/dota-2-next-level-meta-support.html

Shouting from the Sidelines. Game design observations by a rambling maniac. Friday, July 31, 2015. Dota 2 Next Level Meta: Support Broodmother. I have been putting this one off for the longest of times because. I fucking hate playing Broodmother. Scratch that, it's not exactly true, because I like the hero conceptually - it's just that playing him in pubs is miserable. In fact, just as miserable as playing with her on your team usually. So, how does Brood play as a support? Urn is probably not that great...

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playfulusability.blogspot.com playfulusability.blogspot.com

Playful Usability: June 2014

http://playfulusability.blogspot.com/2014_06_01_archive.html

Experiments and theory in combining game and usability design. Tuesday, June 3, 2014. Sensor Data and Interactivity: Real Time vs Discrete. In theory there is an upside to this more limited use of sensor data: because the input is just a number, a game developed for one purpose can rather effortlessly be fielded for another purpose. In reality however persuasive power is likely reduced if there is no thematic connection between activity and application. This concludes my random musings for now.

playfulusability.blogspot.com playfulusability.blogspot.com

Playful Usability: Sensor Data and Interactivity: Real Time vs Discrete

http://playfulusability.blogspot.com/2014/06/sensor-data-and-interactivity-real-time.html

Experiments and theory in combining game and usability design. Tuesday, June 3, 2014. Sensor Data and Interactivity: Real Time vs Discrete. In theory there is an upside to this more limited use of sensor data: because the input is just a number, a game developed for one purpose can rather effortlessly be fielded for another purpose. In reality however persuasive power is likely reduced if there is no thematic connection between activity and application. This concludes my random musings for now.

playfulusability.blogspot.com playfulusability.blogspot.com

Playful Usability: The Three Dimensions Model of Persuasive Game Design

http://playfulusability.blogspot.com/2013/08/the-three-dimensions-model-of.html

Experiments and theory in combining game and usability design. Thursday, August 8, 2013. The Three Dimensions Model of Persuasive Game Design. It's been a very long while since I last updated this blog. Not at a whole lot has been happening to write about because the research has been kinda stuck. I have also been writing entries to that other blog. Subscribe to: Post Comments (Atom). View my complete profile. The Three Dimensions Model of Persuasive Game Desi. Shouting from the Sidelines.

playfulusability.blogspot.com playfulusability.blogspot.com

Playful Usability: May 2011

http://playfulusability.blogspot.com/2011_05_01_archive.html

Experiments and theory in combining game and usability design. Wednesday, May 18, 2011. The Two Angles of Attack. When considering use of games and game design in non-gaming contexts, I think it's safe to say that we can clearly separate two approaches: starting from the game and starting from the activity or task. Nothing spectacular here, but let's discuss this anyway. One interesting question is that do these approaches converge at some point? Labels: game designed activities. Monday, May 9, 2011.

playfulusability.blogspot.com playfulusability.blogspot.com

Playful Usability: Stage Autumn Game Jam

http://playfulusability.blogspot.com/2011/11/stage-autumn-game-jam.html

Experiments and theory in combining game and usability design. Monday, November 21, 2011. Stage Autumn Game Jam. Nothing new to report really. I've been working on my framework's code structure. It doesn't really make for interesting conversation. However, I did participate in yet another game jam. Unfortunately this time our team didn't quite finish the game in time, but we got quite close. I've written about some of the problems we faced in my other blog. Go check it out! View my complete profile.

playfulusability.blogspot.com playfulusability.blogspot.com

Playful Usability: April 2011

http://playfulusability.blogspot.com/2011_04_01_archive.html

Experiments and theory in combining game and usability design. Friday, April 29, 2011. A Moment for the Tech. These technologies will be an important first step as they are inexpensive. The installation cost is minimal: just slap some tags into the environment. All done, and no walls were torn down. These tags can activate services over the web or simply contain information. The interesting part? With my current project I will see how far it carries. Thursday, April 21, 2011. Game Design - Creativity.

playfulusability.blogspot.com playfulusability.blogspot.com

Playful Usability: Wherigo geocaching

http://playfulusability.blogspot.com/2011/12/wherigo-geocaching.html

Experiments and theory in combining game and usability design. Thursday, December 1, 2011. Today I had the opportunity to test Wherigo. It's a toolset for creating GPS adventures for GPS devices. My friend got a Garmin navigator that included an implementation of Wherigo, so we went off to seek one of the two Wherigo caches in Oulu. Subscribe to: Post Comments (Atom). View my complete profile. Shouting from the Sidelines. Dota 2 Next Level Meta: Support Broodmother. Installation is a Pain.

playfulusability.blogspot.com playfulusability.blogspot.com

Playful Usability: December 2011

http://playfulusability.blogspot.com/2011_12_01_archive.html

Experiments and theory in combining game and usability design. Thursday, December 1, 2011. Today I had the opportunity to test Wherigo. It's a toolset for creating GPS adventures for GPS devices. My friend got a Garmin navigator that included an implementation of Wherigo, so we went off to seek one of the two Wherigo caches in Oulu. Subscribe to: Posts (Atom). View my complete profile. Shouting from the Sidelines. Dota 2 Next Level Meta: Support Broodmother. Installation is a Pain.

playfulusability.blogspot.com playfulusability.blogspot.com

Playful Usability: January 2012

http://playfulusability.blogspot.com/2012_01_01_archive.html

Experiments and theory in combining game and usability design. Tuesday, January 24, 2012. Ultimately it's not a big deal. It's just nice to be specific. It is also clear that these two terms do not overlap entirely but they do so a lot. For the record, I would say that a location-based treasure hunt game is alternate reality, not augmented. Bonus question: is geocaching alternate or augmented reality? That is a tough indeed. Subscribe to: Posts (Atom). View my complete profile. Shouting from the Sidelines.

playfulusability.blogspot.com playfulusability.blogspot.com

Playful Usability: November 2011

http://playfulusability.blogspot.com/2011_11_01_archive.html

Experiments and theory in combining game and usability design. Monday, November 21, 2011. Stage Autumn Game Jam. Nothing new to report really. I've been working on my framework's code structure. It doesn't really make for interesting conversation. However, I did participate in yet another game jam. Unfortunately this time our team didn't quite finish the game in time, but we got quite close. I've written about some of the problems we faced in my other blog. Go check it out! Subscribe to: Posts (Atom).

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Shouting from the Sidelines

Shouting from the Sidelines. Game design observations by a rambling maniac. Friday, July 31, 2015. Dota 2 Next Level Meta: Support Broodmother. I have been putting this one off for the longest of times because. I fucking hate playing Broodmother. Scratch that, it's not exactly true, because I like the hero conceptually - it's just that playing him in pubs is miserable. In fact, just as miserable as playing with her on your team usually. So, how does Brood play as a support? Urn is probably not that great...

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