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Good Gaming Articles

Evilagram Oct 15th, 2013 (edited) 1,623 Never
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  1. Here's a list of gaming articles I've generally found to be informative and a small blurb on most of them. If you know any gaming articles you would like to add to this, please forward them to Evilagram@yahoo.com
  2.  
  3. This is a history on the arcade in america, how it flourished prior to games, carried over some negative connotations from gambling, and ultimately died.
  4. http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only
  5.  
  6. These ones are mostly on visual design which he's good at. His statements on game design are not very insightful.
  7. http://howtonotsuckatgamedesign.com/?p=1669
  8. http://howtonotsuckatgamedesign.com/?p=1702
  9. http://howtonotsuckatgamedesign.com/?p=3115
  10. http://howtonotsuckatgamedesign.com/?p=1271
  11. http://howtonotsuckatgamedesign.com/?p=1473
  12. http://howtonotsuckatgamedesign.com/?p=133
  13. http://howtonotsuckatgamedesign.com/?p=54
  14. http://howtonotsuckatgamedesign.com/?p=238
  15.  
  16. Kayin generally writes a ton of insightful stuff on game design.
  17. http://kayin.pyoko.org/?p=2047
  18. http://kayin.pyoko.org/?p=1210
  19. http://kayin.pyoko.org/?p=2036
  20. http://kayin.pyoko.org/?p=936
  21. http://kayin.pyoko.org/?p=1862
  22. http://kayin.pyoko.org/?p=956
  23.  
  24. Fighting games are something which everyone who knows about video games should have some sort of basis in. Very very few games come anywhere close to the level of depth fighting games have. You may need 100 hours of gameplay, but fighting games have 100,000.
  25. http://insertcredit.com/2013/01/14/the-educated-gentlepersons-fighting-game-primer/
  26. http://sonichurricane.com/?p=3302
  27. http://shoryuken.com/2013/07/23/so-you-want-to-learn-to-play-a-fighting-game/  
  28.  
  29. Kinaesthetics are the sense of feeling that is transferred from an object's function to its operator, like a car to the driver. This is a great breakdown on kinaesthetics work in a style similar to the principles of animation.
  30. http://www.steveswink.com/principles-of-virtual-sensation/
  31.  
  32. Probably really worth reading as few games have a story capable of being analyzed on a ludo-narrative level like MGS2, which I respect the game for even if I think all its messages were ultimately wrong.
  33. http://www.deltaheadtranslation.com//MGS2/DOTM_TOC.htm
  34.  
  35. All of Matthew Matosis's reviews are really thorough and insightful and this is just one of his comparison videos. I suggest you visit his main channel.
  36. http://www.youtube.com/watch?v=jyIGhXNlF34
  37.  
  38. I'm rather anti-religious, however all of these articles are extremely well written and accurate, from a bizarre perspective that places good challenging games as not only the basis of good game design, but as part of being a good christian.
  39. http://theologygaming.com/the-japanese-style-part-1/
  40. http://theologygaming.com/the-japanese-style-part-2/
  41. http://theologygaming.com/a-journey-in-the-absence-of-freedom/
  42. http://theologygaming.com/i-die-daily-cheap-and-unfair-games/
  43. http://theologygaming.com/scoring-and-purity-of-form/
  44. http://theologygaming.com/replay-value/
  45. http://theologygaming.com/spoiled-video-gamers/
  46. http://theologygaming.com/friction/
  47. http://theologygaming.com/details/
  48. http://theologygaming.com/video-game-puzzles-feeling-dumb-and-overcome/
  49. http://theologygaming.com/computer-roleplaying-games-and-i/
  50. http://theologygaming.com/whats-great-about-god-of-war-part-1/
  51. http://theologygaming.com/whats-great-about-god-of-war-part-2/
  52. http://theologygaming.com/whats-great-about-god-of-war-part-3/
  53. http://theologygaming.com/narrative-versus-conquest-video-games-and-conflict/
  54. http://theologygaming.com/accessibility/
  55. http://theologygaming.com/experience-vs-mechanics/
  56. http://theologygaming.com/video-games-art-and-objective-standards-introduction/
  57. http://theologygaming.com/video-games-art-and-objective-standards-preliminary-objections/
  58. http://theologygaming.com/video-games-art-and-objective-standards-preliminary-objections-2/
  59. http://theologygaming.com/fractured-soul-paxtravaganza-2013/
  60. http://theologygaming.com/metal-gear-rising-revengeance-difficulty-levels-and-engagement/
  61.  
  62. Technically about traditional games. Funny and informative.
  63. http://www.chimeramag.com/features/tenpoints.html
  64.  
  65. heh. Interesting jab at CoD, contains some points I hadn't really thought of.
  66. http://www.pcgamer.com/2013/03/13/call-of-duty-red-orchestra-2-interview/
  67.  
  68. Why do we play games? Cute video.
  69. http://www.youtube.com/watch?v=e5jDspIC4hY
  70.  
  71. Interesting concept brought up by Vaati Vidya. I'll be stealing this turn of phrase because it's a good term for it.
  72. http://www.youtube.com/watch?v=_SOg990vAyk&list=UUe0DNp0mKMqrYVaTundyr9w&index=3
  73.  
  74. Mr B tongue is pretty cool, just leans way too much on the simulationist/narrativist side.
  75. http://www.youtube.com/watch?v=VJJaGSV75y0
  76.  
  77. Always useful to have at least 7 articles like this around. Game physics are a big deal, because they  
  78. http://openarena.wikia.com/wiki/Game_physics
  79.  
  80. I like the attitude of fundamentalism and some of the more useful insights tadhg kelly has brought to games criticism, though I'll admit that more of these are here on attitude more than necessarily merit.
  81. http://www.whatgamesare.com/2013/01/choose-fairness-over-balance-game-design.html
  82. http://www.whatgamesare.com/2011/06/busywork-is-not-fun-design.html
  83. http://www.whatgamesare.com/2012/02/the-narrative-vs-mechanics-circus.html
  84. http://www.whatgamesare.com/2012/03/games-are-not-experiences.html
  85. http://www.whatgamesare.com/2012/03/equivocitis-terminology-wars.html
  86. http://www.whatgamesare.com/2012/02/the-difference-between-actions-and-verbs-game-design.html
  87. http://www.whatgamesare.com/2011/01/love-your-pirates-heresy.html
  88. http://www.whatgamesare.com/2011/02/you-need-four-coders-production.html
  89. http://www.whatgamesare.com/2010/12/there-is-no-secret-sauce.html
  90. http://www.whatgamesare.com/2011/02/all-games-are-played-to-win-design.html
  91. http://www.whatgamesare.com/2011/02/seven-steps-to-the-epic-win-design.html
  92. http://www.whatgamesare.com/2011/02/video-game-writing-and-the-sense-of-story-writing.html
  93. http://www.whatgamesare.com/2011/10/the-little-deck-of-game-design-project.html
  94. http://www.whatgamesare.com/2011/06/all-good-games-are-tests-but-not-vice-versa.html
  95. http://www.whatgamesare.com/2012/11/games-dont-need-saving.html
  96. http://www.whatgamesare.com/2011/04/health-packs-barrels-and-uniforms-are-good-simulationism.html
  97. http://www.whatgamesare.com/2011/11/tolstoy-art-divided-brains-and-roleplaying-games.html
  98. http://www.whatgamesare.com/2011/06/all-good-games-are-tests-but-not-vice-versa.html
  99. http://www.whatgamesare.com/2011/02/cars-dolls-and-video-games-narrativism.html
  100. http://www.whatgamesare.com/2011/04/fairness-is-a-perception-game-psychology-1.html
  101. http://www.whatgamesare.com/2011/06/is-your-game-one-dimensional-design.html
  102. http://www.whatgamesare.com/2011/08/synchronous-or-asynchronous-definitions.html
  103. http://www.whatgamesare.com/2011/08/worlds-in-motion-game-design.html
  104. http://www.whatgamesare.com/2011/01/why-games-fail-publishing.html
  105. http://www.whatgamesare.com/2011/12/the-four-lenses-of-game-making.html
  106. http://www.whatgamesare.com/2011/03/visual-vs-action-oriented-design-game-design.html
  107. http://www.whatgamesare.com/2011/01/gamification-avoiding-the-fate-of-args-meta.html
  108. http://www.whatgamesare.com/2011/09/fun-simple-to-explain-hard-to-accept.html
  109. http://www.whatgamesare.com/2011/02/simulacra-or-simulation-what-games-are-not.html
  110. http://www.whatgamesare.com/2012/07/on-player-characters-and-self-expression-game-design.html
  111. http://www.whatgamesare.com/2010/12/distractions-engagement-hierarchy.html
  112. http://www.whatgamesare.com/2010/12/the-engagement-hierarchy.html
  113. http://www.whatgamesare.com/2011/05/the-enclosure-problem-gamification.html
  114. http://www.whatgamesare.com/2011/10/interactivity-means-doing-stuff-narrativism.html
  115. http://www.whatgamesare.com/2012/03/marketing-stories-are-not-about-you.html
  116. http://www.whatgamesare.com/2011/02/the-sweet-spot-theory-of-actions-game-design.html
  117. http://www.whatgamesare.com/2012/05/the-joys-of-gaming-game-design.html
  118. http://www.whatgamesare.com/2011/04/art-is-the-best-business-what-games-are.html
  119. http://www.whatgamesare.com/2012/02/what-dear-esther-is-not.html
  120. http://www.whatgamesare.com/2011/09/can-games-be-radical-art.html
  121. http://www.whatgamesare.com/2012/04/what-foods-are-new-project.html
  122. http://www.whatgamesare.com/2011/01/minecraft-and-the-question-of-luck-what-games-will-be.html
  123. http://www.whatgamesare.com/2012/09/great-story-bad-game-should-the-walking-dead-be-nodal.html
  124. http://www.whatgamesare.com/2011/06/how-to-look-at-resources-vs-risk-game-startups.html
  125. http://www.whatgamesare.com/2012/05/are-games-made-of-games.html
  126. http://www.whatgamesare.com/2010/12/games-of-the-year-fans.html
  127. http://www.whatgamesare.com/2010/12/worldmakers-game-design.html
  128. http://www.whatgamesare.com/2010/12/are-you-fooling-yourself-engagement.html
  129. http://www.whatgamesare.com/2011/08/do-your-players-know-their-role-game-design.html
  130. http://www.whatgamesare.com/2012/05/pilots-not-heroes-players.html
  131. http://www.whatgamesare.com/2012/05/games-dont-tell-stories-people-tell-stories.html
  132. http://www.whatgamesare.com/2011/09/adventure-games-deserved-to-die-narrativism.html
  133.  
  134. Sessler being right about scores, briefly. He's been dumb lately, but this one is great.
  135. https://www.youtube.com/watch?feature=player_embedded&v=kqeiN4pqTjo
  136.  
  137. David Sirlin designed a ton of great games and has never fucked up to date. His blog is filled with great information on how to design and balance games, along with how specific aspects of them influence the whole.
  138. http://www.sirlin.net/blog/2013/3/3/the-playtesters-are-saying-to-do-x.html
  139. http://www.sirlin.net/blog/2012/12/7/review-of-pitfall-on-ios.html
  140. http://www.sirlin.net/blog/2012/2/4/soul-calibur-5-first-impressions.html
  141. http://www.sirlin.net/blog/2011/11/9/flash-duel-betrayal-at-raid-on-deathstrike-dragon.html
  142. http://www.sirlin.net/blog/2011/4/13/design-dilemmas.html
  143. http://www.sirlin.net/blog/2009/2/24/some-positives-about-street-fighter-4.html
  144. http://www.sirlin.net/blog/2011/8/25/what-is-a-love-letter-to-the-community.html
  145. http://www.sirlin.net/blog/category/game-developers-conference
  146. http://www.sirlin.net/blog/2010/7/31/starcrafts-essence-in-card-form.html
  147. http://www.sirlin.net/blog/2012/5/22/the-neuroscience-of-zen.html
  148. http://www.sirlin.net/blog/2007/11/1/virtua-fighter-5-a-little-rough-around-the-edges.html
  149. http://www.sirlin.net/blog/2010/2/1/dexters-mechanics-and-flavor.html
  150. http://www.sirlin.net/blog/2010/10/10/advantage-time-in-fighting-games.html
  151. http://www.sirlin.net/blog/2011/8/23/starcraft-as-a-spectator-sport.html
  152. http://www.sirlin.net/blog/2012/7/18/a-discussion-of-balance.html
  153. http://www.sirlin.net/blog/2011/4/13/design-dilemmas.html
  154. http://www.sirlin.net/blog/2012/8/12/scg4-update.html
  155. http://www.sirlin.net/blog/2009/10/21/the-design-of-things.html
  156. http://www.sirlin.net/blog/2009/2/27/street-fighter-4-ultra-combos.html
  157. http://www.sirlin.net/blog/2012/4/30/puzzle-strike-casual-play-matters.html
  158. http://www.sirlin.net/blog/2010/11/4/football-helmet-clown-shoes-guy.html
  159. http://www.sirlin.net/blog/2011/8/22/the-anti-progress-attitude.html
  160. http://www.sirlin.net/blog/2011/7/25/portal-2.html
  161.  
  162. These 3 are a set where some guy on kotaku points out an amazing bit of art design in Dragon's Crown and all other vanillaware titles, and his blog is generally a great reference for the many artistic inspirations of a number of games.
  163. http://kotaku.com/ok-while-im-at-it-do-you-want-to-know-why-the-sorcere-476439989
  164. http://art-eater.com/2013/01/the-world-we-must-defend-war-peace-and-pokemon/
  165. http://art-eater.com/
  166.  
  167. Only remotely good essay this guy ever wrote, brings up a very poignant point about the roteness of zelda games inbetween a ton of him gawking over his own zelda experiences.
  168. http://tevisthompson.com/saving-zelda/
  169.  
  170. I like Meta Gear Solid's analysis of the entire MGS series and think they have some pretty nice articles on the side as well, especially regarding how mainstream games are based on making people think they're doing cool things when really the things they're doing are lame.
  171. http://metagearsolid.org/2012/01/the-opposite-of-epic/
  172. http://metagearsolid.org/2011/07/video-games-in-the-master-plan/
  173. http://metagearsolid.org/2011/06/purple-dildos-and-the-power-to-destroy-fun-itself/
  174. http://metagearsolid.org/2012/09/why-i-hate-the-last-of-us-2/
  175.  
  176. This guy has some nice details on level design and lessons from older games.
  177. http://vectorpoem.com/news/?p=74
  178. http://vectorpoem.com/news/?p=31
  179. http://vectorpoem.com/news/?p=36
  180. http://vectorpoem.com/news/?p=47
  181. http://vectorpoem.com/news/?p=91
  182.  
  183. This guy makes some porn games I've never played, and has a few nice articles on his site too.
  184. http://www.kyrieru.com/2012/07/camera-super-mario-world.html
  185. http://www.kyrieru.com/2012/07/design-vs-fun.html
  186.  
  187. Tons of great articles regarding the decline of an industry's creative standards on all fronts.
  188. http://www.learntocounter.com/the-history-of-why-im-tired-of-your-modern-shooters-part-one/
  189. http://www.learntocounter.com/used-video-games-the-new-software-piracy-part-one/
  190. http://www.learntocounter.com/the-creation-of-battle-net-2-0-part-one/
  191. http://www.learntocounter.com/excerpt-rise-of-the-american-film/
  192. http://www.learntocounter.com/why-your-internet-boycotts-dont-work/
  193. http://www.learntocounter.com/the-digital-death-of-video-game-art/
  194. http://www.learntocounter.com/rhythm-games-and-the-death-of-level-design/
  195. http://www.learntocounter.com/i-play-for-fun-the-four-dumbest-words-in-video-games/
  196. http://www.learntocounter.com/i-like-the-publishing-model-just-not-the-publishers/
  197. http://www.learntocounter.com/battle-net-2-0-the-antithesis-of-consumer-confidence/
  198. http://www.learntocounter.com/separate-ways-the-divide-between-the-player-and-the-journalist/
  199. http://www.learntocounter.com/re-when-depth-gets-in-the-way-of-fun/
  200. http://www.learntocounter.com/the-decline-of-console-video-games-is-upon-us/
  201. http://www.learntocounter.com/why-your-e-sport-will-fail/
  202. http://www.learntocounter.com/the-transformation-of-e-sports/
  203.  
  204. Interesting article on how a game can direct you through it even if it is apparently directionless like super metroid. Probably best paired with Sean Malstrom's criticism of this article and how it neutered super metroid in comparison to the original Metroid.
  205. http://www.gamasutra.com/blogs/HugoBille/20120114/9236/
  206. http://seanmalstrom.wordpress.com/2012/08/09/email-the-invisible-hand-of-super-metroid/
  207.  
  208. Breakdown of how Zelda levels trained the player to overcome their dungeons
  209. http://www.gamasutra.com/view/feature/6582/learning_from_the_masters_level_.php
  210.  
  211. Doug Church and warren spector talking about Thief and deus ex.
  212. http://gdcvault.com/play/1018278/Practical-Game-Analysis-with-Doug
  213.  
  214. Interesting articles from a guy who at least gets some industry stuff right if nothing else.
  215. http://seanmalstrom.wordpress.com/2013/05/28/game-industry-wants-less-competition/
  216. http://seanmalstrom.wordpress.com/2009/12/01/the-birdmen-dont-fly/
  217.  
  218. A bunch of rather nice videos from Campster's Errant Signal, despite being rather pretentious and his other videos being close to useless.
  219. http://www.youtube.com/watch?v=FRTsl1jCqq8
  220. http://www.youtube.com/watch?v=dBkKvTfw-7Q
  221. http://www.youtube.com/watch?v=MrFK4NlGCo0
  222. http://www.youtube.com/watch?v=wSBn77_h_6Q
  223.  
  224. Nice thorough article on playing and understanding shoot 'em ups.
  225. http://catstronaut.wordpress.com/2013/02/18/understanding-scrolling-shooters/
  226.  
  227. Some decent articles on fighting games
  228. http://www.agoners.com/index.php/xbox-360-fighting-games-do-they-have-effective-skill-matchmaking/
  229. http://www.agoners.com/index.php/competitive-gaming-123/
  230.  
  231. A cute article on how a guy gets over fake achievements in favor of actual ones.
  232. http://www.pixelpoppers.com/2009/11/awesome-by-proxy-addicted-to-fake.html
  233.  
  234. Amazing expose on how dedicated fans attempted to piece together Shadow of the Colossus's last big secret only to find hidden worlds beyond.
  235. http://www.eurogamer.net/articles/2013-05-02-the-quest-for-shadow-of-the-colossuss-last-big-secret
  236. http://nomads-sotc-blog.blogspot.com.au/2011/07/unusedbeta-colossi.html
  237.  
  238. Nice article on how automated actions in game take away the game from the player.
  239. http://venturebeat.com/2011/11/05/that-was-awesome-drake-can-i-play-now/
  240.  
  241. Articles on how games are making shallow passes at depth, from indie to big budget releases.
  242. http://theshillinfield.wordpress.com/2013/03/15/culture-in-review-rise-of-the-videogame-zinesters/
  243. http://theshillinfield.wordpress.com/2012/11/29/spec-ops-the-line-is-a-bad-videogame/
  244. http://theshillinfield.wordpress.com/2012/12/11/spec-ops-the-line-is-still-a-bad-videogame/
  245. http://theshillinfield.wordpress.com/2012/12/05/far-cry-3-and-miasmata/
  246.  
  247. Three hundred mechanics and three hundred prototypes. A nice creative project that has been ripped off a couple times since its inception.
  248. http://www.squidi.net/three/index.php
  249. http://www.squidi.net/threep/index.php
  250.  
  251. Amazing blog on programming video games on a fundamental level. A must read for anyone interested in the operations behind the scenes.
  252. http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
  253. http://higherorderfun.com/blog/
  254. http://higherorderfun.com/blog/2011/09/09/best-of-game-development-videos-and-presentations/
  255.  
  256. Hitboxes are a big deal and every one of this guy's articles on them reveals more interesting details about how the hitboxes of one game or another are constructed.
  257. http://dammit.typepad.com/blog/2010/09/street-fighter-alpha-series-hitboxes.html
  258. http://code.google.com/p/mame-rr/wiki/Hitboxes
  259. http://dammit.typepad.com/blog/
  260.  
  261. Who killed adventure games? Decent anecdotal article on how adventure games killed themselves through their riddle structure
  262. http://www.oldmanmurray.com/features/77.html
  263.  
  264. Excellent presentation on modeling functional AI using simple mathematics.
  265. http://www.gdcvault.com/play/1015683/Embracing-the-Dark-Art-of
  266.  
  267. Nice blog on understanding Cry Engine 3
  268. http://technicalgamedesign.blogspot.com/
  269.  
  270. Interesting article on the intricacies of platforming in Tomb Raider, and how they used level design to challenge the player's critical thinking and platforming skills.
  271. http://www.gamasutra.com/view/feature/187601/untold_riches_the_intricate_.php
  272.  
  273. Superb analysis of Yoshi's island and a compelling argument for why it should, in fact, be taught as a masterpiece
  274. http://www.notenoughshaders.com/2012/10/21/why-yoshis-island-should-be-studied-at-game-design-schools/
  275.  
  276. Coverage of why the gamecube sold so horribly, why the early wii worked out well, why melee was blocked on the recent evo stream briefly, and why the later Wii and now Wii U are doing horribly.
  277. http://www.notenoughshaders.com/2013/04/02/satoru-iwata-hubris-versus-western-culture/
  278.  
  279. Nice little handbook on a number of cool tricks from SF2
  280. http://combovid.com/?p=1450
  281.  
  282. Two great articles explaining how Icycalm and Sean Malstrom are bullshit. The blog as a whole is nice too.
  283. http://sethhearthstone.wordpress.com/2011/04/07/of-emergence-and-exploits/
  284. http://sethhearthstone.wordpress.com/2011/03/01/of-an-eclectic-dialectic/
  285.  
  286. Nice article on how arcade values made better (and more lucrative) games and how early console games were influenced by this style of design.
  287. http://seanmalstrom.wordpress.com/2009/10/30/email-arcade-based-gameplay/
  288.  
  289. superlative article on how snes emulation was previously insufficient and how a more perfect snes emulator has helped old games stay alive.
  290. http://arstechnica.com/gaming/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator/
  291.  
  292. Demolishes the gaming press with a presentation on how the press simply cannot review games that require the player to sit down and learn the game.
  293. http://zeboyd.com/2013/09/10/why-games-like-the-wonderful-101-are-a-poor-fit-for-the-gaming-press/
  294.  
  295. Great video tutorials on mirror's edge tricks used in speedruns.
  296. http://www.youtube.com/playlist?list=PL4rezeZ703boaj9XaFMDe_MATY-WTvXgK
  297.  
  298. Details on how the first part of 1-1 was made in mario, really clever bit of teaching the player.
  299. http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/3
  300. http://auntiepixelante.com/?p=465
  301.  
  302. Post Mortems, details on where a game went right or wrong after all's been said and done.
  303. http://www.gamasutra.com/view/feature/132401/postmortem_square_enixs_the_.php
  304. http://www.pixelprospector.com/the-big-list-of-postmortems/
  305. http://www.gamasutra.com/features/postmortem/
  306.  
  307. Level design articles for thief, explaining how the game uses available information at every stage to challenge the player.
  308. http://www.blog.radiator.debacle.us/2012/07/thief-1s-assassins-and-environmental.html
  309. http://sneakybastards.net/stealthreview/the-sentimental-thief/
  310. http://sneakybastards.net/stealthreview/on-the-waterfront/
  311. http://sneakybastards.net/stealthreview/evidence-tampering/
  312. http://sneakybastards.net/stealthreview/ambush/
  313.  
  314. Slideshow on how people who grew up with video games and have deep personal messages should probably consider not telling them through video games, because it may not be the best medium for communication.
  315. http://tinysubversions.com/fuckvideogames/#slide1
  316.  
  317. an odd video on how half life 2 builds its level design with the seeming goal of continually occupying the player in shallow ways as a means of maintaining attention and engagement. Some interesting things to be learned here, but the perspective on the matter is sometimes hilarious.
  318. https://www.youtube.com/watch?v=GEC45BH6w6I#t=10m4s
  319.  
  320. Guide to how the left 4 dead creators used level design to reinforce the goals of the game across many repeating playthroughs in an easy to understand, but challenging, way.
  321. http://simonferrari.com/tag/level-design/
  322.  
  323. Great listing of wolfenstein level design analyses that covers a lot of the game.
  324. http://ellaguro.blogspot.co.uk/search/label/wolfenstein
  325.  
  326. Interesting article on how fear 1 was so effective in its encounter designs with levels by focusing player attention on certain points instead of leaving all areas equally important.
  327. http://www.fullbrightdesign.com/2009/02/basics-of-effective-fps-encounter.html
  328.  
  329. Great blog on beat 'em up game design
  330. http://aztez.com/blog/2012/05/24/the-amalur-problem/
  331. http://aztez.com/blog/2013/01/03/on-genre-distinctions/
  332. http://aztez.com/blog/2013/05/06/the-pleasure-of-simulated-violence/
  333. http://aztez.com/blog/2011/01/29/the-mash-flow/
  334. http://aztez.com/blog/2010/12/03/evaluating-beat-em-ups/
  335.  
  336. Expose on people addicted to MMOs in a manner similar to gambling
  337. http://www.danwei.org/electronic_games/gambling_your_life_away_in_zt.php
  338.  
  339. Former SWG designer describing a number of game related systems things.
  340. http://www.raphkoster.com/2012/03/15/the-best-articles/
  341. http://www.raphkoster.com/2008/07/02/do-players-know-what-they-want/
  342. http://www.raphkoster.com/2011/12/13/rules-versus-mechanics/
  343. http://www.raphkoster.com/2012/01/20/narrative-is-not-a-game-mechanic/
  344. http://www.raphkoster.com/2012/01/26/narrative-isnt-usually-content-either/
  345. http://www.raphkoster.com/2012/03/20/do-auction-houses-suck/
  346.  
  347. Youtube video of said designer discussing all manner of issues with modern MMOs and the indie and big budget scenes.
  348. https://www.youtube.com/watch?v=ifhmDVWszbQ&feature=player_detailpage
  349.  
  350. Second greatest review of god hand ever.
  351. http://www.actionbutton.net/?p=999
  352.  
  353. Kotaku oddly being on the ball, interviewing seth killian about how not all infinites are bad, and citing examples
  354. http://www.kotaku.com.au/2012/04/in-defence-of-the-infinite-combo/
  355.  
  356. Compilation article of many other articles analyzing level design, trying to point out the best around.
  357. http://www.critical-distance.com/2013/10/02/the-art-of-level-design-analysis/
  358.  
  359. Generally a nice blog on level design topics.
  360. http://www.blog.radiator.debacle.us/2012/04/why-game-architecture-matters-and.html
  361. http://www.blog.radiator.debacle.us/2012/07/short-history-of-non-monoplanar-first.html
  362. http://www.blog.radiator.debacle.us/2012/08/the-flat-as-art-aesthetics-of-uv-maps.html
  363. http://www.blog.radiator.debacle.us/2012/10/loving-bones-in-game-developer-magazine.html
  364. http://www.blog.radiator.debacle.us/2012/08/the-best-unity3d-tutorial-writer-in.html
  365. http://www.blog.radiator.debacle.us/2012/01/level-with-me-post-mortem-some.html
  366. http://www.blog.radiator.debacle.us/2011/07/love-letter-to-bridge.html
  367. http://www.blog.radiator.debacle.us/2011/07/dark-past-part-4-useful-post-or-randy.html
  368. http://www.blog.radiator.debacle.us/2010/11/legends-of-hidden-temple-greatest.html
  369. http://www.blog.radiator.debacle.us/2010/10/mirrors-edge-player-psychology-and.html
  370. http://www.blog.radiator.debacle.us/2013/07/radiator-book-club-bibles.html
  371.  
  372. A number of nice articles on level design, how regen health is bad for you, cluttering or cleaning levels, and asscreed's controls.
  373. http://criticalmissive.blogspot.com/2012/10/musings-on-successful-multiplayer-maps.html
  374. http://criticalmissive.blogspot.com/2012/09/seeing-red-pitfalls-of-regenerating.html
  375. http://criticalmissive.blogspot.com/2012/07/how-much-is-too-much-detail.html
  376. http://criticalmissive.blogspot.com/2012/04/assassins-creed-controls-make-game.html
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