Psychochild's Blog

A developer's musings on game development and writing.

24 December, 2016

The holidays, relationships, and MMOs

Like it or not, it’s now the holiday season. For most people, this is a glad time of year as we get together for feasts to drive away the winter darkness and chill. During this time our minds often turn to families and loved ones. We look for source of warmth to drive off the emotional chill we feel this time of year. Sometimes we find it, sometimes we don’t.

Often I like to take a closer look at things and evaluate them more in depth. Like relationships: How does our perceptions affect them, particularly in the online world? It seems that we fall into regular patterns in our relationships, conforming to society’s expectations of what we should do. But, the culture in the U.S. has a terrible time really defining relationships. Even a meaningful word “love” tend to be dangerously overloaded and fraught with peril. Let’s take a look at this, and maybe think about what it means for Socializers in games.
(more…)

11 June, 2016

What is a Technical Designer?

Interviewing takes up a lot of time, especially if you fly across the country for an interview. So, forgive me if I miss a post or two in the next few months.

One thing that I’ve noticed is that the title of “Technical Designer” has been showing up a lot more. As a game designer with a solid technical foundation, this is exciting. So, let me tell you a bit more about Technical Designers and why they are interesting.
(more…)

28 May, 2016

The multiple hierarchies of the game industry

The game industry is a strange place sometimes. I was musing about the nature of the industry the other day, thinking about this. Part of my motivation was to think about my own place in the industry, and another part was thinking about my slowly developing book Thinking Like a Game Designer. When I really thought about it, the one term I’d use to describe the game industry, particularly the triple-A side, is “hierarchies”.

Interested in a closer look?
(more…)

13 May, 2016

When cooperating, don’t deny

A little bonus posting since I missed Monday.

One rule I read about improv that I really like is “don’t deny”. Thinking about it, it’s a pretty good rule in a lot of other situations, too, as denying can derail a situation and take precious time to put back on track. So, let’s take a look at what this means.
(more…)

23 April, 2016

What about the “idea guy”?

One popular topic when talking about game design is “the idea guy”. Some people think that’s what design is, while others say there’s no such thing. The complicated reality is, as it often is, somewhere between these two points.

Let me go into a bit of the mythology and reality of “the idea guy” in game design.
(more…)

14 April, 2016

What does it mean to think like a game designer?

One of the projects I mentioned yesterday is a book I’m tentatively calling “Thinking Like a Game Designer”. It’s an idea I’ve been kicking around for a while, and how seems like a good time to pick up my old notes and organize them into something coherent.

Let me talk a bit about my thoughts for this project.
(more…)

Email Subscription

Get posts by email:


Recent Comments

Categories

Search the Blog

Calendar

February 2017
S M T W T F S
« Jan    
 1234
567891011
12131415161718
19202122232425
262728  

Meta

Archives

Standard Disclaimer

I speak only for myself, not for any company.

My Book





Information

Around the Internet

Game and Online Developers

Game News Sites

Game Ranters and Discussion

Help for Businesses

Other Fun Stuff

Quiet (aka Dead) Sites

Posts Copyright Brian Green, aka Psychochild. Comments belong to their authors.

Support me and my work on