Psychochild's Blog

A developer's musings on game development and writing.

27 January, 2008

Weekend Design Challenge: Give me feedback
Filed under: — Psychochild @ 10:22 PM

I have to admit that I haven’t been watching the industry as closely as I have in the past. Lots of exciting and interesting opportunities on my end, so I haven’t been providing as much color commentary on issues as I have in the past. We also seem to be in a bit of a lull as far as the industry is concerned, so there’s not as many interesting things to post about, IMHO. Perhaps when a few of the larger anticipated games come down the pipe we might see more things to post about.

So, for this week’s challenge I’m asking you for some feedback. It’s the typical, “Hey, what do you want to see me talk more about?” type of request. So, speak up!

20 January, 2008

Weekend Design Challenge: What does gaming mean to you?
Filed under: — Psychochild @ 11:00 PM

Let’s go a bit more meta this week. Take a deep look inside you and figure out what gaming really means to you, both as a player and a designer.

Some thoughts after the jump.

18 January, 2008

Change? In politics?
Filed under: — Psychochild @ 4:23 PM

I’m going to make a post that’s a bit out-of-character for this blog: it’s about U.S. politics. Now, I usually avoid this subject to avoid turning this into a political blog sometimes about games. But, this is related to a topic I feel strongly about.

So, given that one of the major buzzwords in this election season is “change”, what does that really mean?

14 January, 2008

Weekend Design Challenge: Something clever
Filed under: — Psychochild @ 3:48 PM

So, this (delayed) challenge is that you need to do something clever. You can post about it if you want to show off to other people. :)

My example and a bit of explanation after the jump.

10 January, 2008

Misconceptions about casual gamers
Filed under: — Psychochild @ 10:50 PM

I had dinner recently with someone that is doing a startup that wants to do smaller-scale games. He did an AJAX implementation of a social space, but that project had it’s own special challenges. His most recent foray is to make some games for the Facebook platform. His company built two games: one a more casual game that deals with throwing parties, and a hard-core game that has a men-in-tights theme and zero-sum PvP type mechanics. Guess which one did better.

If you said, “Obviously the hardcore one!” you have learned to anticipate my sense of irony. Well, that and it’d be a boring post if I just validated most people’s assumptions. :)

So, why does the hard-core game beat out the casual game on a pretty broad platform like Facebook?

6 January, 2008

Weekend Design Challenge: Cheating
Filed under: — Psychochild @ 11:21 PM

This week’s challenge is going to be short: describe a way to cheat in an online game.

Some more thoughts after the break.

4 January, 2008

Money in online games
Filed under: — Psychochild @ 10:58 PM

Money is a funny thing in online games, both online and offline variations. Of course, the offline version of money is a very confusing issue. On one hand, game companies are businesses that want to make a lot of money. On the other hand, some players want to downplay that and keep games “pure” by not making them about money. These two points of view seem to be in conflict with each other.

Add in RMT and the waters get even more muddied. Consider a virtual item sales business model and even the most steadfast people become confused.

So, let’s take a look at how offline money affects online games.

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