Monthly Archives: October 2012

RAGE Control

The Science blog has reported of a new game called RAGE Control that helps children regulate their anger. Interestingly enough, the game is played with a heart monitor attached to the players’ finger.


Pretending is what all role-playing games have in common.

Video games are heavily influenced by real life games like tag, cops and robbers, and sports. Game developers can always feel safe when they mimic these time tested games. One of the oldest and most time-tested of these is the game of pretend.

Pretending is the foundation of role-playing. Most games have some form of role-play in the design. This is not a coincidence. When players role-play or pretend, they feel a connection to the game. It is within that connection that experience is best communicated.

I have found this wonder article by a wonderful game designer in which   talks about her experience with designing larping games. Larps or Live-Action-Role-Play is when several people pretend together with rules. Mary brought up the challenge of getting adults to suspend their disbelief and get emerged in the world. This struck a cord with me because all game designers have the very same challenge. I would like to propose a solution this problem which I believe is universal, a good introduction.

In writing, Introduction have always served as a gateway into another world. The hook which pulls you out of the water. The solution to every game design problem isn’t always within the game field. Game designers can’t limit themselves to studying just game design. Let me end this in Mary’s words.

“Live games are a hugely diverse and growing field, with a lot of experimentation going on – much like most other forms of game right now. But the main objectives for most games are remarkably similar to those for video games: make a fun experience through playful, fair mechanics, and often give players a story to explore or to create themselves. We share a vast common set of ideas and systems with video game designers – from social game structures and collaborative systems that encourage altruism to emergent and procedural design. Getting away from the controller is just another way to play.”


PETA Poke-parody

So once again, the people at PETA have make a game that highlights violence against animals in video games. This thing is a one sided piece of propaganda. Its been inflated because it has leeched itself to the Pokemon brand.

PETA parody games are all short and attention getting, It would have been better if the message was more subtle. Trying to associate a well established franchise with animal abuse makes the game comes off as comedic rather than poetic. If the game had included more character development, the message could of been stronger and people would spread it.

Though considering PETA’s tendency of attention-whoring, one may consider the game was purposely made so shallowly in order to draw more attention.


PS. I do not encourage attention whoring .

Games are made for fans.

Roguelikes are a very particular type of game. The things that make them popular also turn off others. It is important to always consider what appeals to your audience  If you want to make a great horror film, you can’t cut out of the horror to appeal to a wider audience.


Yumeka– “Video games still can’t portray characters with as much emotion and expression as regular animation can is because…they really don’t need to since it’s a video game and the main focus is always gameplay quality above how expressive their characters appear in cutscenes.”

This post inspired me to start this blog. Hopefully it this bothers you as it did me. Games are designed to be fun. I know that video games can evoke emotion, some designers just have a bit a trouble is all.