Gamasutra has an article up called “Neverwinter Nights Client/Server Postmortem: How I Learned To Stop Worrying And Love The Magic Missile”, by Mike Brockington and Scott Greig, and based on this year’s GDC lecture. Going far beyond mere client/server problems: it discusses various problems that can occur on a very big, very long project with […]
Monthly Archives March 2003
Gamasutra has an article up written by Tom Leonard, accompanying his talk at this year’s GDC. It’s called “Building an AI Sensory System: Examining The Design of Thief: The Dark Project”. I recommend it, it’s good. It goes into some of the software / game design aspects of AI sensory systems.
(…as in phone rings… get it?… oh never mind) Gamasutra has an interview with Jon LaBrie, formerly of WETA Digital. One thing he says makes me think that if I were a developer of 3D RTS games, I’d be trying to make a game that looks like some of the combat scenes in Lord of […]
Mindjack has an interview with Sid Meier, which talks about how he approaches game design.
I came across a bunch of Ion Storm Austin / Deus Ex 2 items, so I’ve decided to group them. Gamespy has a short interview with Harvey Smith. Excerpts: GameSpy: When you are developing a game, what aspect drives the process — programming, AI, level design? Smith: High-level conceptualization is what drives the process. What […]
Salon.com has an article about Dani Bunten Berry, designer of classic games such as M.U.L.E. (You may need to click through a short ad to be able to read all of it.)
Adrenaline Vault has a news item about relieving pain by playing games. But will that work if it is the games industry that is causing the pain?
Tokyopia has a hilarious review of Dark Cloud 2. Start the game. It teaches you how to use a new combat system. Ok, it says, go get used to it. But as you do, here’s three other combat concepts too! And here, have some mini-quests! And new some characters to play as and learn! All […]
Acclaim is being sued. …the Company was currently experiencing severe and continued operating problems at the Company’s internal studios regarding the development, content, cost, market testing, distribution and sales of the Company’s products.
The Power Pill is an interesting blog on games and game design.