Krystian Majewski
Krystian Majewski was born in Warsaw and studied design at Köln International School of Design. Before, he was working on a mid-size console project for NEON Studios in Frankfurt. He helped establish a Master course in Game Design and Research at the Cologne Game Lab. Today he teaches Game Design at various institutions and develops independent games.
Website: http://www.krystian.de
By Krystian Majewski on June 7, 2007
Just something quick. I can’t get my head around why people find Half-Life 2 so great. I’m talking about stuff like the recent Gamer’s Quarter Podcast. Here you have a bunch of people talking about how unique and revoultionary the game is. I don’t get it? Did they play the same game? It just another [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 3, 2007
Yu-Chung recently drew my attention on the following Gamasutra article:http://www.gamasutra.com/view/feature/1436/uncanny_ai_artificial_.php
Basically, it describes how the Uncanny Valley effect might also apply to social behavior, not only to the visual appeareance or animation of a virtual character. David Hayward suggests that we might get better AI if we study more psychology and psychiatry. I like how he [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 3, 2007
The Game Design Scrapbook is a second blog of three game designers from germany. On our first blog, Game Design Reviews blog we describe some games we played and point out various interesting details. Infortunatly, we found out that we also need some place to collect quick and dirty ideas that pop into our minds. [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 22, 2007
I thought I post something real quick to liven this place up a bit. Recently, I have been playing Hotel Dusk for the DS which is game by the studio Cing, which also made Another Code (aka Trace Memory). It is a great and inspiring game and I want to write write about it some [...]
Posted in Game Design Reviews
By Krystian Majewski on May 13, 2007
There is one special game I have very fond memories of. It is MysticQuest on GameBoy. Don’t mix it up with Mystic Quest for the SNES, this is a very different game. Mystic Quest is the prequel to Secret of Mana for the SNES.
Mystic Quest was and still is one of the best GameBoy titles [...]
Posted in Game Design Reviews
By Krystian Majewski on May 13, 2007
Until now, I discussed topics like game fantasies, game context, themes. Generally I focused on things which could be considered narratologist in nature. I consider the debate Narratologoy vs. Ludology pointless and refuse to picks sides. Hence, is time to start some “ludology” for a change.I thought about the following concept for some time and [...]
Posted in Game Design Reviews
By Krystian Majewski on January 28, 2007
Cook, biatch, cook!
In this last short post about Lost in Blue, I will talk of the cooking minigame embedded into it and how bad it is. Curiously, the design errors I want to discuss seem to be quite common, especially among Japanese developers, which is why I consider a detailed analysis worthwhile.
Posted in Game Design Reviews
By Krystian Majewski on December 24, 2006
I would like to revive this blog after our short break with a short post. I will continue with two more articles about Lost in Blue. As you can see, the game inspired me quite a bit. At the same time, I will begin yet another recurring topic: the Cardinal Sins of Game Design. If [...]
Posted in Game Design Reviews
By Krystian Majewski on October 10, 2006
The other day, I was nagging about how bad the usability of Lost in Blue is. This time, I would like to explain why I think the game is worth to take a closer look at, in spite of the usability issues.
How can somebody be not excited about a weapon?
Actually, a lot of positive things can [...]
Posted in Game Design Reviews
By Krystian Majewski on September 10, 2006
This time I would like to talk about my obsession with the two games designed by The Logic Factory. I was always quite fond of the more popular Acendancy. Recently, I have discovered the less popular The Tone Rebellion (aka “Leviathan” in Germany). Although I try to be cautious with superlatives I must admit that [...]
Posted in Game Design Reviews