By Yu-Chung Chen on December 12, 2008
After Krystian’s post on how badly Microsoft treats their potential customers, here’s a rant on how much Autodesk’s licencing policy sucks.
Not stricktly a gaming issue, I decided that it still fits into this blog because most assets you’ll see in today’s commercial games are created with their tools. Not to advertise for them, just stating [...]
Posted in Game Design Scrapbook
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By Yu-Chung Chen on August 31, 2008
Just a quick shot, it’s always nice to observe things corresponding to what we learn at KISD. This time, it’s regarding product design. Not strickly game design but it’s about the PSP.
During the project “Sparschwein” (Piggybank), Herr Horntrich gave us a hint saying that chamfering all edges is no way to make an attractive form.
Well, what do [...]
Posted in Game Design Scrapbook
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By Yu-Chung Chen on August 18, 2008
Seen the new videos from the upcoming Star Wars: Force Unleashed already?
Compared to the Euphoria animated Stormtroopers, the Apprentice just seem so… videogame-y. I suppose he has to use “choppy” animations which cancel each other so player inputs feel snappy.
But than again, there’s Altaïr, so it can be better.
So far the Force abilities look cool, but I’m [...]
Posted in Game Design Scrapbook
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By Yu-Chung Chen on August 16, 2008
Obviously, Soul Calibur IV is turning out to be the ultimate (so far) cosplay playground. Head over to NeoGAF’s Official Custom Character/Costume thread and see for yourself…
Even though I have all the character creation tools and skills at my disposal, the possibility to click together “your” character in a fighting game looks like big fun, even [...]
Posted in Game Design Scrapbook
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By Yu-Chung Chen on August 5, 2008
Playing the latest installment of the Ace Attorney franchise, Apollo Justice, reminds me why we started this very blog in the first place. In Chinese there’s a saying, “the more you love, the harsher your critique.” Since I’m a little fanboy to the series, I have quite a few points to bitch about.
These are all things [...]
Posted in Game Design Reviews
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By Yu-Chung Chen on December 4, 2007
This quote from the Wired.com interview with the director of Super Mario Galaxy reactivated a thought I had a while back.
I was thinking about how reward schedules are so freuquently thought of one of the primary forces to drive player motivation and fun.
There must be something else, something that occupies the intellect more than behaviorism. The Do, [...]
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By Yu-Chung Chen on July 21, 2007
Remember how I complained about the lack of shop during a rather early phase in the game? Ironically, around the corner of where I stopped last time, there was a merchant.
Anyway. Yesterday I managed to play a bit more. Slowly the usual RPG addiction kicks in, but the whole Licence system is not knocking me off. [...]
Posted in Game Design Scrapbook
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By Yu-Chung Chen on July 12, 2007
5 hours into the game (yeah I know. 5 hours in almost a week is not much. Am I a casual now?)
Anyway, so far I find the pacing a little odd. After a couple of short, introductory quests in and around the first big city (can’t remember the name), I commenced a moderately long quest (long [...]
Posted in Game Design Scrapbook
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By Yu-Chung Chen on July 9, 2007
I started playing FFXII yesterday after everyone was raving about it (including Daniel Renkel, whose review I hope soon to comment properly after I played the game enough myself).
Anyway. So far I have the following complaints:
Typography. Dialogue texts and subtitles are in small cap… WTF?
Whoever thought this would be a good idea should be fired. If [...]
Posted in Game Design Scrapbook
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By Yu-Chung Chen on June 29, 2007
Stern interviewt Will Wright.
Was für einen Scheiss? Ist das von Stern verfälscht oder warum gibt Wright so blöde Antworten, die falsche Bilder der Spieleentwicklung verstärken?
Game Design wird runtergespielt, da ja nur “Inhalte” zählen. “Der Editor/Baukasten ist viel Arbeit” – das hört sich nach Fleiß- und Programmierarbeit an, aber nicht nach Design-Herausforderung.
Kreativität: dass Publisher und der Markt wesentlich zur Monotonie beitragen, [...]
Posted in Game Design Scrapbook
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