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Lazy Designer Stuff
It looks like I’ll write the third lazy designer book after all. The first two volumes have done ‘ok’, albeit not spectacular (else I wouldn’t be hanging around here on this blog, I suppose). Though I was reluctant to write the third book without meeting my sales expectations for the first two volumes I figured it made sense to start tackling this while I still *remember* my time working in the games industry. I’m worried that if I put this off too long I won’t be able to write anything relevant! I won’t start it right away though. I want to finish the rough draft of my current novel first…
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Do Gamers want Dungeons?
A few months ago I was asked if gamers — mainstream gamers — are skittish of dungeons, perhaps finding them too geeky or unappealing or whatever. This was a part of a series of emails I received from several of you shortly after Dragon Age 2 was released… most with the intent of trying to determine how an RPG might appeal to mainstream players while not sacrificing core qualities of what defines a fantasy setting inspired RPG. Firstly, any answer I give would be merely my opinion of what I think. A true answer, if one were actually going to throw money at a game, would be to try to…
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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 build the required creatures but the game engine needs to be capable of rendering and using the creatures in the way you intend. A boss monster that players fight once in a grand, blood-splattering final battle has significantly different cost than the lowly goblin they’ll fight horde after horde of. Even Monsters Have a Reason…