Monthly Archives: July 2011

Making Monsters

Overview A while ago I discussed designing areas. As with areas it is vital to understand the purpose of the creatures you are designing. What will they will do, how they will be used, and why they are needed? Not only do artists and audio and animation need to have the time and resources to […]

Google+

Yep, I have an account there too. Still playing around with it. I like the ease in which I can group people… Facebook keeps on muddling its list functionality. And in general I prefer all things Google. Not overly active there yet but we’ll see. Right now I’m mostly just mirroring this blog. Anyways if […]

Accountability in Game Development

Overview This post will cover a topic that doesn’t directly relate to what goes into the games you are building but is more about how the team builds games. I’m going to touch on the idea of accountability, starting with a general overview of what I like about accountability and why I think it is […]

First Draft Finished

Just completed the first draft of the third novel! Now I’ll be looking at revisions. One thing that I’m noticing is that with each novel the revisions phase seems to be shortening. This time around there’s no chapter reordering or major additions or removals required. Still a lot of cleanup needed of course… some weak […]

Reprints on various eReaders

I’ve added a few support pages to help those of you who would like to read my story reprints on your digital devices. iTunes Amazon (Kindle) Barnes and Noble (Nook) Kobo Sony Reader Let me know if you find any mistakes in the listings and if you read the stories please let me know what […]

The Bight by A.L. Sirois

There’s another story release available from Darwin’s Evolutions… “The Bight” by A.L. Sirois Read the announcement or jump to the Kindle page for this story. (p.s. if you go hang out on Darwin’s site and look at the image rotator on the left-hand side of the screen you’ll see the awesome cover for my story […]

Designing Frustration (Part 3)

Part 3 In the first parts of this discussion on Designing Frustration I suggested that frustration can lead to player satisfaction by enabling them to resolve difficulties (frustrations) in their game. Effectively if a frustration is implemented correctly and in a solvable manner, more gameplay is introduced. Emotional Narratives and Frustration I’ve touched on this […]

Integrated Videogame Advertising Question

While preparing my next post about Designing Frustration a thought popped into my head that has nothing really to do with frustration… And that is advertising. Specifically in-game advertising. I haven’t really noticed much of this in any demos that I’ve played recently but a few years there was a lot of conversation within the […]

Designing Frustration (Part 2)

Part 2 In my first post on Designing Frustration I suggested that some frustrations (in life or in games) are good things. Well-designed frustrations compel us to remove them. In this post I’m going to focus the discussion on game design, specifically role-playing game (RPG) design. What are Frustrations Game frustrations should lead to in-game […]

Designing Frustration (Part 1)

PART 1 I don’t know about the rest of you but I have tried multiple digital-task management solutions, from Excel to Outlook to Google Tasks and more. Currently I’m using Excel sheets again to keep track of which blog posts need writing, what projects I want to tackle next and so on. But tasks written […]