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Game Design: All Articles


Declarative AI Design for Games—Considerations for MMOGs

Nathan Combs
AI Game Programming Wisdom 3, 2006.
Abstract: The design of behaviors in games and massively multiplayer online games (MMOGs) is based on a style of scripting that is consistent with a cinematic perspective of game design. This style is paradigmatic of how AI is conceptualized in games. This article claims that this approach is not likely to scale in the future and calls for a more declarative style of developing and conceptualizing AI. The objective of this article is to acquaint games AI developers with thoughts and techniques that form a declarative AI design.

Designing for Emergence

Benjamin Wootton (University of Leeds)
AI Game Programming Wisdom 3, 2006.
Abstract: As gamers demand more realistic AI and more dynamic, non-linear, and interactive game worlds, traditional methods of developing AI are beginning to show their limitations in terms of salability, robustness and general fitness for purpose. Emergence and the broader "emergent approach" to game design hold great potential as an efficient tool for avoiding these limitations by allowing high-level behaviors and flexible game environments to emerge from low level building blocks without the need for any hard-coded or scripted behaviors. Our goals in this article are to both demonstrate this case, and to explain in practical terms how emergence can be captured by the game designer.

Fun Game AI Design for Beginners

Matt Gilgenbach (Heavy Iron Studios)
AI Game Programming Wisdom 3, 2006.
Abstract: This article is meant to provide food for thought on a number of issues involving AI design. Creating predictable, understandable and consistent AI that doesn't beat the player all the time is no easy task. The AI programmer must make sure that the AI gives the player time to react, doesn't have cheap shots against the player and isn't too simple or too complex. The AI is meant to enrich the player's enjoyment of the game, not to frustrate them, so these rules are important to consider in order to create an enjoyable experience for the player. If you are developing a game AI the best thing you can do (besides considering these rules) is to come up with your own rules from games that you enjoy playing.

Writing Effective Design Treatments

Fran�ois Dominic Laram�e
Game Design Perspectives, 2002.

Online Design Documents

Drew Sikora
Game Design Perspectives, 2002.

Writing the Adventure Game

Bruce Onder
Game Design Perspectives, 2002.

The Designer's Best Friends

John Dennis
Game Design Perspectives, 2002.

When Good Design Goes Bad

John Dennis
Game Design Perspectives, 2002.

World Building: From Paper to Polygons

Joshua Mosqueira
Game Design Perspectives, 2002.

Balancing Gameplay Hooks

Geoff Howland
Game Design Perspectives, 2002.

Meaningful Game Mechanics

Charlie Cleveland
Game Design Perspectives, 2002.

Know Your Meta-Game

Sim Dietrich
Game Design Perspectives, 2002.

Pros and Cons of Hit Point Systems

Jonathon Schilpp
Game Design Perspectives, 2002.

Alternatives to Numbers in Game Design Models

Fran�ois Dominic Laram�e
Game Design Perspectives, 2002.

Increasing Challenge without Frustrating Players

Marcin Szymanski
Game Design Perspectives, 2002.

Nine Trade-Offs of Game Design

Fran�ois Dominic Laram�e
Game Design Perspectives, 2002.

Pacing in Action Games

Joe Hitchens
Game Design Perspectives, 2002.

Adapting Licensed Properties

Daniel Tanguay and Brent Boylen
Game Design Perspectives, 2002.

Warning Signs of Faulty Game Design

Sim Dietrich
Game Design Perspectives, 2002.

Elements of Level Design

Fran�ois Dominic Laram�e
Game Design Perspectives, 2002.

Six Principles of User Interaction

Sim Dietrich
Game Design Perspectives, 2002.

Breaking the Looking Glass: Designing User Interfaces for 3D Computer Games

Sean Timarco Baggaley
Game Design Perspectives, 2002.

Camera Control Systems for 3D Games

Wayne Imlach
Game Design Perspectives, 2002.

Learning Artistic Articulation without Reinventing the Wheel

Adam Baratz
Game Design Perspectives, 2002.

The Game Save

Wayne Imlach
Game Design Perspectives, 2002.

Turn-Based Game Design

Bruce Onder
Game Design Perspectives, 2002.

Wireless Game Design

Stefan Pettersson
Game Design Perspectives, 2002.

Designing Gameplay for Interactive Television

Bruce Onder
Game Design Perspectives, 2002.

Memory-Friendly Design for Small Platforms

Alexandre Ribeiro
Game Design Perspectives, 2002.

Online Interaction Patterns

Markus Friedl
Game Design Perspectives, 2002.

Special Issues in Multiplayer Game Design

Joe Hitchens
Game Design Perspectives, 2002.

Online Persistence in Game Design

Drew Sikora
Game Design Perspectives, 2002.

Storytelling in Computer Games

Drew Sikora
Game Design Perspectives, 2002.

Show and Tell: Applying Screenwriting Techniques to Computer Games

Sean Timarco Baggaley
Game Design Perspectives, 2002.

Comedy in Games

Fran�ois Dominic Laram�e
Game Design Perspectives, 2002.

Storytelling in Level-Based Game Design

Bruce Onder
Game Design Perspectives, 2002.

But What If the Player Is Female?

Sheri Graner-Ray
Game Design Perspectives, 2002.

Designing for Online Community

David Michael
Game Design Perspectives, 2002.

Character Interaction Outside the Game World

Ben Carter
Game Design Perspectives, 2002.

Utilizing the Consumer-Making the Most of Modding

Wayne Imlach
Game Design Perspectives, 2002.

Following Up after the Game Is Released: It�s Not over When It�s Over

Tom Sloper
Game Design Perspectives, 2002.

Games for Young Children

Ruud van de Moosdjik
Game Design Perspectives, 2002.

Virtual Worlds: Why People Play

Richard A. Bartle (University of Essex)
Massively Multiplayer Game Development 2, 2005.

The Three Thirties of MMP Game Design

Artie Rogers (NCSoft)
Massively Multiplayer Game Development 2, 2005.

Balancing Gameplay for Thousands of Your Harshest Critics

Brian Green (Near Death Studios, Inc)
Massively Multiplayer Game Development 2, 2005.

Power by the People: User-Creation in Online Games

Cory Ondrejka (Linden Lab)
Massively Multiplayer Game Development 2, 2005.

Games Within Games: Graph Theory for Designers-Part 1

David Kennerly (Fine Game Design)
Massively Multiplayer Game Development 2, 2005.

Worlds Within Worlds: Graph Theory for Designers-Part 2

David Kennerly (Fine Game Design)
Massively Multiplayer Game Development 2, 2005.

Guild Management Tools for a Successful MMP Game

Sean Stalzer (The Syndicate)
Massively Multiplayer Game Development 2, 2005.

A Stock Exchange-Inspired Commerce System

John M. Olsen (Infix Games)
Massively Multiplayer Game Development 2, 2005.

Alternatives to the Character Grind

Artie Rogers (NCSoft)
Massively Multiplayer Game Development 2, 2005.

Telling Stories in Online Games

Shannon Appelcline (Skotos)
Massively Multiplayer Game Development 2, 2005.

Great in Theory: Examining the Gap Between System Design Theory and Reality

Justin Quimby (Turbine Entertainment Software)
Massively Multiplayer Game Development 2, 2005.

Toontown Online: Building Massively Multiplayer Games for the Masses

Mike Goslin, Joe Shochet, and Jesse Schell (Disney)
Massively Multiplayer Game Development, 2003.

Everybody Needs Somebody: Practical Advice for Encouraging Cooperative Play in Online Virtual Worlds

Derek Sanderson (Westwood Studios)
Massively Multiplayer Game Development, 2003.

Game Balance for Massively Multiplayer Games

Ben Hanson (Sony Online Entertainment)
Massively Multiplayer Game Development, 2003.

Game Balance and AI Using Payoff Matrices

John M. Olsen (Microsoft Corporation)
Massively Multiplayer Game Development, 2003.

Describing Game Behavior with Use Cases

Matthew Walker (Microsoft Corporation)
Massively Multiplayer Game Development, 2003.

Using a Hit Point to Coin Conversion Factor

John M. Olsen (Microsoft Corporation)
Massively Multiplayer Game Development, 2003.

Designing Massively Multiplayer Games for Narrative Investment

Paul McInnes (Micro Forte)
Massively Multiplayer Game Development, 2003.

Customer Support and Player Reputation: It�s All About Trust

Paul D. Sage (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

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