Archive for the ‘Game Design’ Category
What Makes A Good Game – ProgressionBy dayrinni on November 2nd, 2011 at 10:33 amI'd like to talk about about Progression in games. Progression is having goals and how the player achieves them. What is their purpose(s) in the game? How do they fulfill their purpose(s)? Category: Game Design, Ideas & Concepts 33 comments |
What Makes A Good Game – ImmersionBy dayrinni on October 17th, 2011 at 12:29 pmImmersion is essentially making the player believe they are where (or what) the game says they are. In 4X games, the player is really the Supreme Ruler of their Empire (or whatever role the story line says they should be). |
OggBoard: The Next Generation in Board GamingBy Adam Solo on August 29th, 2011 at 12:42 amOggBoard intends to combine augmented reality technology with board gaming and the interactivity of computer and console gaming with the objective to create a "kind of" holographic board gaming experience. |
Game Jobs Recruiting – New SpaceSector.com ForumBy Adam Solo on May 9th, 2011 at 9:53 amLately, I’ve been in touch with many fellow Sci-fi gamers that are launching their own sci-fi game projects right now. Some of them have… Read the rest |
Real-time Strategy (RTS) vs Turn-based Strategy (TBS). Who wins?By Adam Solo on August 16th, 2010 at 10:18 pmIn what respects to space strategy games there is one gameplay element that mostly decides the style of the game, its pace mechanic:… Read the rest |
4 Reasons Why We Like to Play Space Strategy GamesBy Adam Solo on January 21st, 2010 at 10:38 pmThis may seem like an odd question to make but sometimes I question myself "why do I and so many other people like to play space strategy games so much"? Category: Game Design |
What makes a good 4x space game economy model?By Adam Solo on November 29th, 2009 at 9:03 pmSome may say that the key is in the complexity, others will defend that simpler is better others may even argue that realism is in important factor. So what is the right balance? What makes a good 4x space game economic model? And ultimately is that such a big deal? |
A New Way to Explore PlanetsBy Adam Solo on August 22nd, 2009 at 1:38 pmWhen reaching a planet, what its normally presented? Some characteristics presented not very well detailed. Normally colonization is made instantly and all that can be done is start building facilities. I think more could be done to give the planets more protagonism and enhance the exploration excitement. Let us re-think the concept. |
Less Spaceships with more Personality is more FunBy Adam Solo on July 23rd, 2009 at 3:17 pmWhen it comes to Space Games, Spaceships take the central stage. They are the backbone of any space faring civilization wordy of that name. In the future I think space strategy games should pay more attention to their spaceships design concept. |
Innovative Tech Trees in Space Strategy GamesBy Adam Solo on July 19th, 2009 at 12:19 amThe ability to research new technologies was and always will be a central aspect of any space strategy game. Much of the fun in this type of games comes from witnessing the evolution of a society in the long run on all its different aspects. |