Research into Why We Play

Thanks to GameDaily, I learned about a British Board of Film Classification report about the reasons people play video games.

There were a number of findings that surprised me:

There is a sharp divide between male and female games players in their taste in games and how long they spend playing. Some of . . . → Read More: Research into Why We Play

Thousander Club Update: April 23rd

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 83.5 (current year) = 345.75 / 1000 Game Ideas: 616 (previous year) + 24 (current year) = 630 / 1000

I managed to get some time in this past week despite the day job. I picked a title for my Space Invaders clone . . . → Read More: Thousander Club Update: April 23rd

Copyright Not a Minefield Just for Indies

I originally talked about the dangers of working with existing protected works as an indie developer. Having the means to afford a legal team isn’t a guarantee of immunity, either.

In the Gamasutra news entry Ghost Rider Creator Files Suit Against Take-Two, Others, it seems that Gary Friedrich is literally suing Marvel, Take-Two, and others . . . → Read More: Copyright Not a Minefield Just for Indies

Thousander Club Update: April 16th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 76 (current year) = 338.25 / 1000 Game Ideas: 616 (previous year) + 24 (current year) = 630 / 1000

Crunch time at the day job is still taking its toll, but I think I’ve learned a few things about increasing my productivity . . . → Read More: Thousander Club Update: April 16th

Game Design Element: Realistic Risks and Recovery

Recently, Jay Barnson wrote RPG Design: Quest Abuse in which he details the problems with the quest system in CRPGs. Some of his comments sounded familiar, and so I looked back through the archives of Gamasutra until I found what I was looking for.

Back in 2000, Ernest Adams wrote A Letter from a Dungeon . . . → Read More: Game Design Element: Realistic Risks and Recovery

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