Psychochild's Blog

A developer's musings on game development and writing.

1 December, 2008

Weekend Design Challenge: Commercial viability
Filed under: — Psychochild @ 8:56 AM

This week, we’ll do something that usually isn’t part of design’s job: determine the commercial viability of a proposal. This will be a good exercise for us; it will show some of he considerations that go into this process. Understanding the process is important to knowing what your boss is looking for.

I’m going to select a few projects that have been discussed over the last few weeks and we can discuss potential commercial viability in the comments below.

24 November, 2008

Weekend Design Challenge: More gameplay

This week, let’s shift back to talking about gameplay. Two weeks ago, I asked about this topic and it veered off into the realm of themes. Last week we discussed some themes, so this week I want to go back to gameplay and think about what types of gameplay we could have for a board game.

Some thoughts after the jump.

17 November, 2008

Weekend Design Challenge: Theme
Filed under: — Psychochild @ 5:23 AM

Last week the goal was to think about types of gameplay. Most people suggested that we look at themes instead. This week, we’ll consider themes in more depth then perhaps go back to gameplay types later.

Read on for some more thoughts.

10 November, 2008

Weekend Design Challenge: Type of gameplay

Okay, after doing a bit of research on games, let’s start brainstorming the game itself.

Our first step: determining the type of gameplay for the game.

2 November, 2008

Weekend Design Challenge: Project Research

Based on last week’s feedback, it seems there is some interest in doing a shared project. I’ve decided that a board game would be a nice first step. As Aaron pointed out, this also allows us to focus more on the game instead of computer tech.

So this first week we’re going to do our research to learn more about doing a board game. This won’t be the only research we’ll do, but it’s the important first step.

Read on for more thoughts and some guidelines for the project.

27 October, 2008

Weekend Design Challenge: Doing a project
Filed under: — Psychochild @ 12:44 AM

So, let’s try something a bit different this weekend. I want to do something a bit longer term so that we can see the challenge change over time.

So, this week let’s come up with a general project to pursue and I’ll chose one. We’ll then discuss different steps we need to consider to implement the project.

Read on for more information.

17 October, 2008

Weekend Design Challenge: Science Fiction
Filed under: — Psychochild @ 2:05 AM

A few years ago, the Austin game conference got Vernor Vinge to give a keynote. I loved it, because here was a smart guy that could look into the future and tell us something we might not already know. His book Rainbows End was an entertaining read because it showed some interesting technology and how it would be used for games. I thought that was really cool, because many times science fiction writers ignore that almost any technology eventually gets used for games (and/or pornography).

This week, let’s take a look at Science Fiction as it applies to games that you might have to design.

13 October, 2008

Weekend Design Challenge: Pets
Filed under: — Psychochild @ 11:55 AM

Pets are very meaningful to a lot of people in the offline world. So, it makes sense that we see them in online games. This week, let’s take a look at pets and think of some ways they could be improved.

5 October, 2008

Weekend Design Challenge: Predicting trends
Filed under: — Psychochild @ 7:36 PM

Sorry I’ve been absent a bit. Still unpacking from the recent move, and the recent, unfortunate news about Jeff Freeman made me pause and think a bit.

One thing I’ve been trying to do lately is look at future trends for online game development. What will the future bring? And, more importantly, how can game developers take advantage of it?

22 September, 2008

Weekend Design Challenge: Harassment
Filed under: — Psychochild @ 8:33 AM

Let’s do something really difficult this time around: consider a system for dealing with harassment.

It’s a common problem in online games, and it takes up a lot of CS time and effort. So, a good system to reduce harassment issues would be a godsend.

So, what system would you design to deal with players harassing each other? A few thoughts after the jump.

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