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	<title>lategaming &#187; Game Design</title>
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	<description>staying up late, playing games</description>
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		<title>Games Development Seminar &#8211; Belfast, 14th Sept</title>
		<link>http://www.lategaming.com/2011/09/12/games-development-seminar-belfast-14th-sept/</link>
		<comments>http://www.lategaming.com/2011/09/12/games-development-seminar-belfast-14th-sept/#comments</comments>
		<pubDate>Mon, 12 Sep 2011 08:55:44 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Commentary]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=854</guid>
		<description><![CDATA[Last chance to register for a games technology development seminar here in Belfast. Wed, 14 September from 10:00 to 12:00 at Radisson Blu, Gasworks, Belfast The speaker is Paul Durrant, Abertay University’s Director of Business Development. He has been instrumental in developing a range of projects to support digital media IP generation, business start-up, incubation, [...]]]></description>
			<content:encoded><![CDATA[<p>Last chance to <a href="http://www.eventbrite.com/event/2112844575">register</a> for a games technology development seminar here in Belfast. </p>
<p>Wed, 14 September from 10:00 to 12:00 at Radisson Blu, Gasworks, Belfast</p>
<p><a href="http://www.lategaming.com/wp-content/uploads/2011/09/Screen-Shot-2011-09-12-at-09.54.16.png"><img src="http://www.lategaming.com/wp-content/uploads/2011/09/Screen-Shot-2011-09-12-at-09.54.16-500x82.png" alt="" title="Screen Shot 2011-09-12 at 09.54.16" width="500" height="82" class="aligncenter size-medium wp-image-855" /></a></p>
<p>The speaker is Paul Durrant, Abertay University’s Director of Business Development. He has been instrumental in developing a range of projects to support digital media IP generation, business start-up, incubation, and skills development particularly in the video games area. He developed Dare to be Digital and Dare ProtoPlay to become significant international events including a partnership with BAFTA to recognise talented young developers and the development of the Channel 4 Crunchtime TV series. He also raised £2m to establish a prototype fund for small games developers and has recently launched a partnership with the Technology Strategy Board to fund novel games applications.</p>
<p>In this seminar, Paul will describe the Scottish experience in digital content, the contribution from Abertay and the funding opportunities available through Abertay which are available to companies in Northern Ireland. In particular, he will describe the Abertay University Prototype Fund (<a href="http://prototypefund.abertay.ac.uk/">http://prototypefund.abertay.ac.uk/</a>) and the Future Games Contest ( <a href="https://ktn.innovateuk.org/web/future-games-contest">https://ktn.innovateuk.org/web/future-games-contest</a> )</p>
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		<title>Game Prototype development quote needed</title>
		<link>http://www.lategaming.com/2011/08/30/game-prototype-development-quote-needed/</link>
		<comments>http://www.lategaming.com/2011/08/30/game-prototype-development-quote-needed/#comments</comments>
		<pubDate>Tue, 30 Aug 2011 20:36:19 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=843</guid>
		<description><![CDATA[I'm looking for a prototype of a RTS game on iOS developed. Just a single level, basic graphics. 2D sprites on 3D isometric plane. Happy for it to be done in Unity and/or another rapid development environment. Would be nice for combat (ranged and melee) and some pathfinding for units. Can be SP, MP or [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>I'm looking for a prototype of a RTS game on iOS developed. Just a single level, basic graphics. 2D sprites on 3D isometric plane.</p>
<p>Happy for it to be done in Unity and/or another rapid development environment. Would be nice for combat (ranged and melee) and some pathfinding for units. </p>
<p>Can be SP, MP or 0P. For the prototype, I'm not fussy. It's not necessary to have full functions.</p></blockquote>
<p><a href="mailto:matt@lategaming.com">Email</a> would be lovely but you can also <a href="http://twitter.com/cimota">tweet me</a>.</p>
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		<title>Indies on the Mac</title>
		<link>http://www.lategaming.com/2011/08/22/indies-on-the-mac/</link>
		<comments>http://www.lategaming.com/2011/08/22/indies-on-the-mac/#comments</comments>
		<pubDate>Mon, 22 Aug 2011 14:37:51 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=834</guid>
		<description><![CDATA[From the Oddlabs blog: Many game developers, indie or not, view the Mac as a freak that no one cares for or wants to be associated with. They look at statistics that show only 5% of desktop machines are Macs and say: “Why waste a lot of time and money for only 5% of the [...]]]></description>
			<content:encoded><![CDATA[<p>From <a href="http://oddlabs.com/blog/?p=78">the Oddlabs blog</a>:</p>
<blockquote><p>Many game developers, indie or not, view the Mac as a freak that no one cares for or wants to be associated with. They look at statistics that show only 5% of desktop machines are Macs and say: “Why waste a lot of time and money for only 5% of the market?”<br />
Consider this:</p>
<ul>
<li>Out of the several hundred thousand downloads of Tribal Trouble. the Mac is responsible for 23%!</li>
<li>Out of all sales of Tribal Trouble, the Mac is responsible for 47%!</li>
</ul>
<p>Not bad for 5% of the market.. And we haven’t even done any paid advertising that has been directed solely at Mac users.</p>
<p>What this shows is that not only are the Mac users easier to reach, they also convert at a much higher rate.</p></blockquote>
<p>This is not a secret. <a href="http://wilshipley.com/blog/2005/06/student-talk-from-wwdc-2005.html">Wil Shipley talked about this in 2005</a>. Developing for a platform where the users appreciate design and good software will reap dividend (if your product doesn't suck).</p>
<p>This is why I question people who make silly decisions. Like not to support the Mac when porting software or deciding to go Android-first when developing for mobile platforms. Go where the money is -  where the money truly is.</p>
<p>And yes, it's not an easy ride. As I said, your product has to not suck. And if you're entering a crowded market (like games on the App Store), you may have to work a little harder to get noticed but these people do not mind paying money for quality software. That has to count for something.</p>
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		<title>Although they are developed in software, games are not software</title>
		<link>http://www.lategaming.com/2011/08/22/although-they-are-developed-in-software-games-are-not-software/</link>
		<comments>http://www.lategaming.com/2011/08/22/although-they-are-developed-in-software-games-are-not-software/#comments</comments>
		<pubDate>Mon, 22 Aug 2011 10:26:01 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=832</guid>
		<description><![CDATA[The title of this post is from this article: You Need $100,000. Users relate to them differently. Immersion matters. Balance matters. Drawing people into the world of the game in a way that doesn’t break their attention every few seconds matters. Any successful game weaves a web of illusion around the player to engage them [...]]]></description>
			<content:encoded><![CDATA[<p>The title of this post is from this article: <a href="http://whatgamesare.com/2011/04/you-need-100000-game-development.html">You Need $100,000</a>.</p>
<blockquote><p>Users relate to them differently. Immersion matters. Balance matters. Drawing people into the world of the game in a way that doesn’t break their attention every few seconds matters. Any successful game weaves a web of illusion around the player to engage them at more than just a rational level, and so they are more than the sum of their parts.</p></blockquote>
<p>This applies just as much to tabletop RPG design. They are made of words and pictures but they are not words and pictures.</p>
<p>It's the difference between a well-made FPS and a poor FPS. The former is addictive, the WASD and mouse look are intuitive and it becomes part of you. You don't have to think about it. In contrast a poorly made FPS feels like you're fighting the system. It's like lag in a multiplayer system - it just becomes an exercise in frustration. </p>
<p>Many RTS games are about whether the user interface is tolerable enough for you to learn. The control of subunits is left to grouping strategies activated through arbitrary keyboard commands. We learn the controls but we're not learning tactics. </p>
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		<title>Skirmish MP</title>
		<link>http://www.lategaming.com/2011/08/21/skirmish-mp/</link>
		<comments>http://www.lategaming.com/2011/08/21/skirmish-mp/#comments</comments>
		<pubDate>Sun, 21 Aug 2011 18:57:27 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=830</guid>
		<description><![CDATA[Following on from my last post, I would posit that there is something missing from MP RTS (Multi Player Real Time Strategy) games and that would be the lack of a feeling that success has an impact. Left 4 Dead is my favourite FPS game because it encourages teamwork between players on both sides and [...]]]></description>
			<content:encoded><![CDATA[<p>Following on from my last post, I would posit that there is something missing from MP RTS (Multi Player Real Time Strategy) games and that would be the lack of a feeling that success has an impact.</p>
<p>Left 4 Dead is my favourite FPS game because it encourages teamwork between players on both sides and even though the macro gameplay is poor, the micro-events within each of the 3-5 episodes within a scenario, make for an entertaining mix. A lucky strike and a Survivor is dead and the game becomes that bit harder for the remaining Survivors. But other than the accumulation of points, there is no lasting effect for poor performance (or even great performance) within a episode of a scenario.</p>
<p>Myth II almost managed because if you had surviving forces, they would become more "seasoned" in the next episode of the single player. That wasn't extended to multiplayer (and indeed there was no way it could be) but the thought of a multiplayer game where you began with raw recruits and ended up with seasoned warriors through six episodes of a scenario is kinda tantalising. Especially, with the Myth II model, that a skirmish tends to take about 10 minutes. Historically accurate? No. Cracking good fun? Yes.</p>
<p>So, take the Left 4 Dead model of a multiplayer game having 3-6 episodes, add to it the concept of units gaining expertise between battles (and for high performance during earlier episodes, additional units) and sprinkle a little story across it. </p>
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		<title>Most RTS single player modes suck&#8230;</title>
		<link>http://www.lategaming.com/2011/08/21/most-rts-single-player-modes-suck/</link>
		<comments>http://www.lategaming.com/2011/08/21/most-rts-single-player-modes-suck/#comments</comments>
		<pubDate>Sun, 21 Aug 2011 18:05:30 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=828</guid>
		<description><![CDATA[Josh Bycer writes: Honestly, most RTS single player modes... suck. The reason is that designers try to use it to teach the player about multiplayer which doesn't work, as an AI is not a good substitute for a player ... Over the years, the structure of mission design has changed and can be broken down [...]]]></description>
			<content:encoded><![CDATA[<p>Josh Bycer writes:</p>
<blockquote><p><a href="http://www.gamasutra.com/blogs/JoshBycer/20110820/8238/One_Man_War_Examining_Single_Player_RTS_Design.php">Honestly, most RTS single player modes... <strong>suck</strong>.</a> The reason is that designers try to use it to teach the player about multiplayer which doesn't work, as an AI is not a good substitute for a player ...<br />
Over the years, the structure of mission design has changed and can be broken down into several categories:</p>
<ol>
<li>Skirmish</li>
<li>Puzzle</li>
<li>War</li>
<li>Story</li>
</ol>
</blockquote>
<p>One of the amazing parts of the Myth series by Bungie was the focus on the single-player story. While there was a "puzzle" element to it - having limited resources and time - it was heavily narrated and each battle, though skirmish-sized, contributed to the progress of the story. So while it was a war, there wasn't control over the outcome of the war in terms of high level strategy. <strong>You fought where you were told to fight.</strong></p>
<p>Compared to the single-player game, Myth multiplayer was a poor cousin with mismatched units and allegiances. While the array of game devices (the various match conditions) was impressive and a lot of fun, I couldn't help but want more control during match setup, with the ability to select either light or dark units and allow my opponent to do the same. The ability to vary the number of points used -  to deliberately create unequal games - would have added another dimension to allow use of terrain, tactics and skill to get a victory against a far superior force. This was the essential gem in the single-player game - the tactical use of your units to defeat wave after wave of superior forces.</p>
<p>So, in the creation of a game to "replace" Myth in my heart, it should offer this "relatively" simple concept. </p>
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		<title>Gliese 581</title>
		<link>http://www.lategaming.com/2011/07/05/gliese-581/</link>
		<comments>http://www.lategaming.com/2011/07/05/gliese-581/#comments</comments>
		<pubDate>Tue, 05 Jul 2011 08:20:32 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Frontier]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=814</guid>
		<description><![CDATA[Of course, this is not the first time we have seen Gliese 581 (HO Librae). In 2214, we'll send a Seedship.]]></description>
			<content:encoded><![CDATA[<div id="attachment_815" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.lategaming.com/wp-content/uploads/2011/07/gliese_581_-_2010.jpg"><img src="http://www.lategaming.com/wp-content/uploads/2011/07/gliese_581_-_2010-500x340.jpg" alt="" title="Gliese 581" width="500" height="340" class="size-medium wp-image-815" /></a><p class="wp-caption-text">Gliese 581 (origins references appreciated)</p></div>
<p>Of course, this is <a href="http://www.lategaming.com/?s=gliese">not the first time</a> we have seen <a href="http://en.wikipedia.org/wiki/Gliese_581">Gliese 581</a> (HO Librae). In 2214, we'll send a Seedship.</p>
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		<title>QABAL: INTENT vs IMPLEMENTATION</title>
		<link>http://www.lategaming.com/2011/07/04/qabal-intent-vs-implementation/</link>
		<comments>http://www.lategaming.com/2011/07/04/qabal-intent-vs-implementation/#comments</comments>
		<pubDate>Mon, 04 Jul 2011 19:17:31 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Qabal]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=812</guid>
		<description><![CDATA[This thread on rpg.net asks why secret magical settings in games tend to be dumb. My problem is, it's never made any sense to me on an absolutely fundamental. The idea in most of these settings is that humans not only don't believe in the supernatural, they'll even go so far as to doubt their [...]]]></description>
			<content:encoded><![CDATA[<p>This thread on rpg.net asks <a href="http://forum.rpg.net/showthread.php?582618-Non-dumb-secret-magic-settings">why secret magical settings in games tend to be dumb</a>.</p>
<blockquote><p>My problem is, it's never made any sense to me on an absolutely fundamental. The idea in most of these settings is that humans not only don't believe in the supernatural, they'll even go so far as to doubt their own personal experiences and rationalize them away, or at the very least refuse to talk about them for fear of being labeled insane. That sort of thing would make sense in the real world, where everyone (or close enough) knows magic doesn't really exist. But the reason everyone stopped believing in magic in the real world is because it actually doesn't exist. In a fictional world where magic not only exists but there are monsters that kill people, I see absolutely no reason humanity would stop believing in magic. It'd be suicidally stupid on a species-wide level. </p></blockquote>
<p>My reply:</p>
<blockquote><p>Is it going to depend on what your magic effects are?</p>
<p>When magic is showy then it's going to be hard to hide it. Fireballs, teleporters, flying stuff, people walking through walls, turning into werewolves, eating people - all of that stuff is going to be reported, captured, measured, verified.</p>
<p>When Mage or Werewolf came out in the early 90s, not everyone in the developed world had a cameraphone. It'd be a different world now.</p>
<p>The pitch for <a href="http://www.lategaming.com/category/game-design/qabal/">Qabal</a> was that magic would not be able to be measured. The importance in magic was the INTENT and not the IMPLEMENTATION. There may be a TELLTALE but for the most part there's only INTUITION to help you deduct a connection. </p>
<p>Look at The Omen for a great example.</p></blockquote>
<p>Damien Thorne, the son of the devil, had several telltales. The black dog was one of them but another was found in the photographs.</p>
<p>From <a href="http://en.wikipedia.org/wiki/The_Omen">wikipedia</a>:</p>
<blockquote><p>While developing the pictures of the day, Jennings notices the priest has a dark object like a javelin over his head in the pictures he appears in, but the anomaly doesn't appear anywhere else on the film.<br />
...<br />
Jennings is also at the event, taking pictures. The pictures again show the dark anomaly above the priest.<br />
...<br />
As the priest leaves, a sudden rainstorm comes up and the priest is impaled in a freak accident while trying to get into a nearby church.</p></blockquote>
<blockquote><p>Jennings said he is now involved because he found an anomaly on a picture of himself in which he has no neck.<br />
...<br />
Jennings goes after the knives, saying he will do it, and is decapitated in a freak accident.</p></blockquote>
<p>Damian wouldn't have engineered the process of the falling church spire or the panes of glass. He'd have registered his intent that they die. And magic would take care of the rest.</p>
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		<title>Frontier: A Changed Man</title>
		<link>http://www.lategaming.com/2011/04/24/frontier-a-changed-man/</link>
		<comments>http://www.lategaming.com/2011/04/24/frontier-a-changed-man/#comments</comments>
		<pubDate>Sun, 24 Apr 2011 21:21:01 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Frontier]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=807</guid>
		<description><![CDATA[Kibwe had returned home a changed man. Kibwe had always wanted to be a pilot. From an early age he made airfoils from balsa and drove his parents to distraction with his attention to detail, his constant entreaties to be taken to the airport at Mtwara and, when he was older, his insistence on visiting [...]]]></description>
			<content:encoded><![CDATA[<p>Kibwe had returned home a changed man. </p>
<p>Kibwe had always wanted to be a pilot. From an early age he made airfoils from balsa and drove his parents to distraction with his attention to detail, his constant entreaties to be taken to the airport at Mtwara and, when he was older, his insistence on visiting the spaceport at Beira. </p>
<p>By the time he was seventeen, he already had a pilot licence and was operating trips around the countryside in a twin-rotor electric speeder. Three years later he was the lead pilot on an aerial search and rescue mission to Northern Europe. </p>
<p>Northern Europe had received the worst of the violence of the Conquest Wars as atomic, biological and chemical weapons destroyed city after city, town after town. The farmlands of eastern europe were burned, the industrial heart of western europe was razed to the ground. The people who survived, the few who remained in the north, were forced to eke out a miserable existence in the cold and barren tundra. </p>
<p>The mission lasted only two weeks, rescuing four people from the ravages of the wastelands formerly known as Belgium. The experience was traumatic. Four malnourished and diseased people from a community of hundreds of thousands. During the rescue they had to be careful of becoming prey to some of the other desperate inhabitants - warlord remnants of the old military, murderous cannibals and even other rescue parties, especially those from the recovering United States.</p>
<p>Kibwe was changed. He had witnessed horrors that his young 22 year old mind was having trouble comprehending. And he would never go north again. Instead he fixed his eyes upon the stars. He began training to join an Explorer vessel.</p>
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		<title>Awesome bollywood movie trailer is awesome</title>
		<link>http://www.lategaming.com/2011/01/31/awesome-bollywood-movie-trailer-is-awesome/</link>
		<comments>http://www.lategaming.com/2011/01/31/awesome-bollywood-movie-trailer-is-awesome/#comments</comments>
		<pubDate>Mon, 31 Jan 2011 19:15:25 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[23rd Letter]]></category>
		<category><![CDATA[The 23rd Letter]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=797</guid>
		<description><![CDATA[I'm not sure I ever need to watch another action movie again. That said - anyone interested in making a t23L movie?]]></description>
			<content:encoded><![CDATA[<p><iframe title="YouTube video player" class="youtube-player" type="text/html" width="494" height="308" src="http://www.youtube.com/embed/svOlz2ei4Yk" frameborder="0" allowFullScreen></iframe></p>
<p>I'm not sure I ever need to watch another action movie again.</p>
<p>That said - anyone interested in making a t23L movie? </p>
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