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A History of Games

staffan.bjork@chalmers.se
But First!
Supervision today
Time: 13.00-15.00
My Office, floor 4, House Svea
Reminder
Deadline for assignment #1 is on Tuesday
Instructions available on the course web site
Remember to send an email to Erik Fagerholt
if you want to attend the game jam (see the
web page)
Todays lecture
History of Games
Before Computer Games
History of Computer Games
Computer Games today & tomorrow
Famous Game Designers
Intended takeaways
Overviews of types of games & the game industry
Gameplay mechanics
History of game mechanics
Views of design from professional designers
116 Slides



Playing is older than games
Playing done in many
animal species
Training
Passing knowledge
Determining social
rang
First way to negate
Possible between
species
Communication non-
verbal

First Games?
- First suspect: Sport
Ritualized forms of
other activities
Running
Wrestling
Archery
Gameplay features
Produce a measure of
physical skill by
competition against
other person

First Games?
- Second suspect: Divination
Randomizers
Objects used for divination
Evidence
Staves found in
Tutankhamens tomb (~1323
BC) together with gameboard
Similar staves found in the
royal tombs at Ur together
with another gameboard
Mentioned in the Rig Veda
(~1500 BC)
Gameplay features
Produce a random outcome
within well-defined limits and
clear states

Source:
Parlett, David, The Oxford History of Board
Games, Oxford University Press, 1999
First Organized Games
Funerals
Gladiators
Religious festivals
Olympic Games, 776 BC
Judges
Truces between countries,
Participants status as
religious pilgrims
Gladiator Games
Celebrate battles at funeral
Changed when Julius Caesar
organized one in honor of
his dead daughter
Dice Games
Inventors
Lydians of Asia according to
Herodotus
Predecessors
Binary Lots
Astragals
Depicted ~800 BC
Gameplay features
Provide variety of ranges for
randomizers and tie results
to abstract measures
numbers
Meta game betting on
outcome (but equally
possible from sports)
Will of the gods - not taxed!
Board Games
Origins
traced to keeping track
of players scores in
dice games
Gameplay features
Introduced game token
to maintain game state
Linked series of actions
to randomized values
to manipulate game
state
Racing games
Interpreting movement on
board as physical movement
Ludo (from Pachisi, ~700 BC)
Backgammon (from Senet &
Mehen, 2650+ BC)
Gameplay features
Introduction of the concept of a
game world
Introduction of several game
tokens controlled by one player
introduced choice
Capturing other tokens meant
that effects of changing one
part of the game state by have
additional effects abstract
events
Card Games
Background intertwined
with Dominoes & Mah-Jong
tiles
Modern variants probably
Persian origin
Brought to Europe by Arabs
13th century
Specialized decks quite late
Gameplay features
Game systems
Bipartisan
Random but fixed
distribution
Defined Game Space
Collectable Card Games
Combines card games with idol cards
Magic: the gathering
Illuminati: new world order
Pokmon Trading Card Game
Gameplay features
Cards have self-contained rules within a rule
framework
Players trade game elements
Earlier example?
Physical rarity affects value of game token
Time-limited functionality of cards
Dominion & Thunderstone show a
return development of CCGs
Perfect Information Games
Removal of randomness
from board games
Chess (referred ~600 AD)
Go (from Wei-qi, 2000 BC)
Gameplay features
2D game world
Focus on mental skills
Actions defined by tokens
Context-dependent actions
Functionally different tokens
Possible to predict opponent
Additional goals based on
space control, space filling,
connection, and collection
Side note Perfect Information
Racing Games
No known examples
of evolved variants
Design Variants
Bantu, 1955
Hare & Tortoise, 1974
Imperfect Information Games
Making part of the game
state unknown to
players
Stratego
Battleship
Blind Chess
Gameplay features
Hidden game state
Heterogeneous
information availability

Skill Games
Board games where
movement is determined
by successful action or
performance
Scrabble
Trivial Pursuit
Pictionary
Normality Game
Balderdash (Rappakalja)
Apples to Apples
Gameplay features
Introduction of variety of
skills social, artistic
Kriegsspiel | Wargames
Train Prussian
officers
Developed by von
Reiswitz 1812-1824
Gameplay Features
Need of game
facilitators for
gameplay to
commerce
Improvised rules by
game facilitators

Tabletop or Miniature Games
Origins in forms of
kriegspiel
Similar to board games but
use graphically depicted
miniatures
Warhammer
Warhammer 40K
Gameplay features
Continuous game world
Players own game tokens
they use
Requires players to do extra-
game activities
Roleplaying Games
Expansion from miniature games
Dungeons & Dragons, 1974
The Basic Roleplaying System
GURPS
Gameplay features
Unclear winning conditions
Unclear end conditions
campaigns
Game master
Unequal power structure
Open-ended rule set
Mediates the Game World
Character development
Roleplaying
Novel narrative structure adventure
modules
D&D 3
rd
edition introduced Open Gaming
License and d20 Trademark License
D&D 4
th
edition will include online support
Live-Action Roleplaying Games
Arose from roleplaying games,
improvisational theatre and re-
enactment societies
Earlier similar activities
re-enactments of battles between
Osiris and Seth in ancient Egypt
carrousel games at European
courts during the 17th and 18th
centuries
psychoanalytic methods in the
1920s
Gameplay features
Players represent their characters
Players physically act out what
they do in the game
Extra-game activities may take a
majority of time spent
Novelty Games
Machines that
provide gameplay or
lets players test skills
Gameplay features
Coin-op
Machine controls
game flow
Pinball
Reaction to games
being banned due
to being used for
gambling
Gameplay features
Flippers
Electro-mechanical
game system
Computer Games
Spacewar! - 1962
Stephen "Slug" Russell, MIT
DEC PDP-1 assembler in 1962
Demonstrate the Type 30
Precision CRT Display
It should demonstrate as many of
the computer's resources as
possible, and tax those resources
to the limit;
Within a consistent framework, it
should be interesting, which
means every run should be
different;
It should involve the onlooker in a
pleasurable and active way -- in
short, it should be a game.
Tennis for Two - 1958
William Higinbotham
Demonstrate system
Analog computer
Real-time game


A.S. Douglas - 1952
Part of Ph.D. thesis in
Human-Computer
Interaction
Tic-Tac-Toe
Play by dialing
numbers
Computer opponent

Emulator
http://www.dcs.warwic
k.ac.uk/~edsac/
Ralph Baer - 1951
Asked to Build the best
television set in the world.
Built in several
prototypes between
1966-1968
Hand controller and light
gun
Use of sensor
Magnavox signed an
agreement in 1971 and
the first video game
system got released in
May 1972: Odyssey
Computer Space 1970
Back to Spacewar
Nolan Bushnell
decided to
commercialize
Spacewar
Stand-alone machine
Circuit board for Single-
player version (Breakout)
was developed by Steve
Jobs and Steve Wozniak



Nolan Bushell - 1972
Atari
syzygy
Pong
Arcade version, 1972
TV-console, 1975
Difficulties getting
bank loans due to
association with
pinball and mafia
Pong vs. Pong?
In 1972, Magnavox sued Atari
Patents on electronic games & electronic
ping-pong
Settled out of court
$700,000 paid-up license
Later, other companies had to pay royalties

Coin-eaters
1974 to 1975
57 games are released.
1976
53 videogames by 15
companies
First controversy
Death Race 2000

Vector Graphics
Space Wars, 1977
Cinematronics
pong clone maker
Speed Freak, 1977
Coin shortage

Taito, known for
pachinko games
Space Invaders, 1978

Improvements & Variants
Atari Football, Atari,
1978
Screen down
Asteroids, Atari, 1978
Initials and High Score
Galaxian, Namco, 1979
8-bit color
Stratovox, Taito, 1980
Speech sound
Platform Games
Pac-Man, Namco,
1981
Moru Iwatani
Donkey Kong,
Nintendo, 1981
Shigeru Miyamoto
Introduced Mario &
Donkey Kong
Game Brains & Cartridges
Fairchild
Fairchild VES, 1976
Atari VCS
Simple Hardware
No screen buffer

Third Party
Developers
Activision, 1979
Sued by Atari

Home Computers
Commodore
Commodore PET, 1977
VIC 20, 1980
Commodore 64, 1982
Commodore Amiga, 1985
Amiga 500, 1987
Amiga 2000, 1987
Sinclair
ZX80, 1980
ZX81, 1981
ZX Spectrum, 1982
Etc. etc. etc.
Crash of Arcade Games
Transition Cycles
6-8 years
Atari Hubris
E.T. games buried?
Oversupply
50+ companies
Home Consoles
Lack of Faith
Video games fad

Exception exist
Paperboy, Atari, 1984
Gauntlet, 1985
Games today
Following is facts from
The Entertainment Software Association (www.theesa.com)
and
Swedish Game Industry (www.dataspelsbranschen.se)
Next: video games
Who is the typical gamer?
Player statistics
Video Games
Next: computer games

Video Games Top 20
Next: computer games sales

Computer Games
Next: online games

Computer Games, top 20
Next: who plays?

Top 10 Industry Facts (from 2009)
(according to the entertainment software association)
1. U.S. computer and video game software sales grew 22.9 percent in 2008 to $11.7 billion
more than quadrupling industry software sales since 1996. (triple in 2008)
2. 68% of American households play computer or video games. (65% in 2008)
3. The average game player is 35 years old and has been playing games for 12 years. (no
change)
4. The average age of the most frequent game purchaser is 39 years old. (40 in 2008)
5. 40% of all game players are women. In fact, women over the age of 18 represent
a significantly greater portion of the game-playing population (34 ) than boys age 17 or
younger (18%) (33% in 2008).
6. In 2009, 25% of Americans over the age of 50 played video games, an increase from 9%
in 1999. (26% in 2008 but still 9%!)
7. 37% of heads of households play games on a wireless device, such as a cell phone or
PDA, up from 20% in 2002. (36% in 2008 but still 20%)
8. 85% of all games sold in 2007 were rated "E" for Everyone, "T" for Teen, or "E10+" for
Everyone 10+. (84% in 2008)
9. 92% of game players under the age of 18 report that their parents are present when they
purchase or rent games. (92% in 2008)
10. 63% of parents believe games are a positive part of their childrens lives. (no change)


Contemporary computer
and video game genres
Platform Games
Zelda Series
Mario Series

Both examples of
franchises
Usually given as
examples of good
learnability
Navigation essential
gameplay part
Strategy
Sprung from board
games
Traditional Strategy
Civilization, 1990
Civilization IV, 2006
Victoria, 2003
Real-time Strategy
Dune 2, 1992
Age of Empires, 1997

Resource management
essential gameplay part

First-Person Shooters
First person perspective in 3D
environments
id Software
Wolfenstein 3D, 1992
Doom, 1993
Quake, 1996
Themes sprung from role-
playing games
Valve Software
Half-Life,1998 (+ Counter-
Strike)
Bungie
Halo, 2001
Often most criticized
Graphical violence (Columbine)
Navigation and shooting
essential gameplay part

FPS online
FPS usually support
deathmatch modes

Examples of games
dedicated to online play
Team Fortress Classic, 1999
Counter-Strike, 1999
Battlefield 1942, 2002

Gameplay as for FPS, plus
team work and sometimes
specialized roles

Massively Multiplayer Online
Games

Typically based upon role-playing games
Ultima Online, Origin Systems, 1997
Everquest, Sony, 2000
Puzzle Pirates, Three Rings, 2001
Sims Online, Maxis, 2003
World of Warcraft, Blizzard Entertainment, 2004

Gameplay typical team work and character
development but extra-game aspects as
socializing also important




Sport Games

Annual version
FIFA 200X, Electronic Arts, 200X-1
Madden NFL 200X, EA Sports, 200X-1
Tiger Woods PGA Tour, 200X-1

Tightly tied to real-world
statistics
Volunteers collect

Knowledge of real world domain
important aspect of game

Racing
Grand Theft Auto 3,
Rockstar Games,
2001

Midtown Madness 3,
Digital Illusions,
2003

Navigation essential
gameplay part

Handheld Games
Platforms
GamenWatch, 1980
Gameboy, 1989
Gameboy Advance,
2001?
N-Gage, 2003
Gameboy DS, 2005
PSP, 2005
Pervasive Games
57
Famous Game Designers
58/58
Recommended Reading
The course book!

Costikyan, G. I have no words and I must Design, Interactive Fantasy magazine,
1994.
Crawford, C. The Art of Computer Game Design, 1992.
Crawford, C. The Art of Interactive Design, 2002.
Crawford, C. Chris Crawford on Game Design, 2003.
Dear, William C. The Dungeon Master: The Disappearance of James Dallas Egbert
III, 1984.
Demaria, R. & Wilson, J. L. High Score! The Illustrated History of Electronic Games,
2002.
King, B. & Borland, J. Dungeons and Dreamers: The Rise of Computer Game Culture
from Geek to Chic, 2003.
Koster, R. A theory of fun, 2004.
Kushner, D. Masters of Doom: How Two Guys Created an Empire and Transformed
Pop Culture, Random House, 2004.
LeBlanc M. Online presentations of Mechanics, Dynamics, Aesthetics model
Schuessler, N. & Jackson, S. Game Design Volume 1: Theory and Practice, 2005
(1981)
Valve. Half-Life
2
: Raising the Bar, 2004.
59
Famous Game Designers
What game designer have you
heard about?
What backgrounds do game
designer have?
62/58
Will Wright
Maxis, Inc.
Raid on Bungling Bay, 1984
SimCity, 1989
SimAnt, 1991
The Sims, 2000
The Sims Online, 2002
SimCity 4, 2003
The Sims 2, 2004

63/58
Will Wright on Design
Making dynamic models
put the player in the design role
large solution space -> much stronger
feeling of empathy
Creates interactive toys


64/58
Shigeru Miyamoto
Donkey Kong, 1981
Super Mario Bros., 1985
Super Mario 64, 1996
The Legend of Zelda: Ocarina of Time,
1998
The Legend of Zelda: Majora's Mask,
2000
Pikmin, 2001
Super Mario Sunshine, 2002


65/58
Shigeru Miyamoto on Design
"A delayed game is eventually
good, a bad game is bad forever
Inspiration from childhood
memories
Exploring wilderness and caves
(Zelda)
Attacked by dog on chain (Chain
Chomp)
66/58
Sid Meier
Solo Fight, 1984
Sid Meiers Pirates!, 1987
Railroad Tycoon, 1990
Civilization, 1991
Colonization, 1994
Sid Meiers Gettyburg!, 1997
Sid Meiers Alpha Centauri, 1999
Civilization IV, 2005

67/58
Sid Meier on Design
be able to play the game and understand it as quickly as
possible
If a player feels there is something they would like to do
that the game is not letting them do then that is a failure
of the game
a series of interesting choices
most acclaimed games were inspired
by board games designed by Francis Tresham vf
1829 (Railroad Tycoon)
Civilization (Civilization)
Spanish Main (Pirates!) maybe
one more turn
68/58
Chris Crawford
Eastern Front (1941), 1981
Balance of Power, 1985
Balance of the Planet, 1990
Storytron (Erasmatron), 1992-2006?
Suggested Reading
Crawford, C. The Art of Computer Game
Design, 1992.
Crawford, C. The Art of Interactive
Design, 2002.
Crawford, C. Chris Crawford on Game
Design, 2003.
69/58
Chris Crawford on Design
Its easier to learn from turkeys than from masterworks
Accept full moral responsibility for the games you
design
Always delete clever ideas that dont add to the design
The logic of the game dominates; pick a topic to fit it
Lose the storyboards
Conceptualize your design in terms of its challenge, not
its topic
Keep the player on the razor edge of failure,
but dont let him fall
Those who would build the future must
understand the past
70/58
Peter Molyneux
Populous, 1989
Powermonger, 1990
Theme Park, 1994
Magic Carpet, 1994
Syndicate, 1993
Dungeon Keeper, 1997
Black & White, 2001
Fable, 2004
The Movies, 2005
Black & White 2, 2005

71/58
Peter Molyneux on Design
interfaces are paramount
designing a game in not thinking up a storyline but about
what the player does and sees while playing your idea.
Next time we will do it right
Theres no democracy in game design, just inspiration
Idea has to come from one person
Focus on elements that cannot be seen elsewhere
Make it like [game X] but better does not work

writing design documents is stupid
But Fable IIs design document weighs in
at 1,000 pages
72/58
Gary Gygax
Dungeons & Dragons, 1974
Advanced Dungeons & Dragons, 1977
Mythus, 1992
Lejandary Adventures, 1999

Suggested Reading
Dear, William C. The Dungeon Master: The
Disappearance of James Dallas Egbert III
73/58
Gary Gygax on Design
On Games
interesting diversion from everyday life
chance to excel
and if you're playing in good company you don't
even mind if you lose because you had the enjoyment
of the company during the course of the game
On Dungeons & Dragons
Variation on medieval small battles because
the guys got tired playing the original
Even when you're playing miniatures,
there's still some role-playing aspect
Hideo Kojima
Metal Gear,1987
Metal Gear 2: Solid Snake,
1990
Metal Gear Solid, 1998
Metal Gear Solid 2: Sons of Liberty, 2001
Metal Gear Solid 3: Snake Eater, 2004
Metal Gear Solid 4: Guns of the Patriots,
2008
Among others...
75/58
Warren Robinett



Adventure, 1978
Part was spun-off as superman
game

First Easter Egg
76/58
Roberta Williams
Kings Quest I, 1984
Kings Quest II, 1985
Kings Quest: Mask of Eternity, 1998
77/58
Janet Jensen

Gabriel Knight Series
Sins of the Fathers, 1993
The Beast Within, 1999
Blood of the Sacred, Blood of the Damned,
1999
78/58
Steve Jackson
Ogre, 1977
Car Wars, 1981
Illuminati, 1983
Toon, 1984
GURPS, 1986
Illuminati: New World Order, 1997
Suggested Reading
Schuessler, N. & Jackson, S. Game Design
Volume 1: Theory and Practice, 2005
(1981)
79/58
Steve Jackson on Design
the more factors are explicit [] the less playable [the
game] will become
Dont just proofread PLAY
There is no excuse for failure to playtest a design
thoroughly before putting it on the market; it indicates
either gross ignorance, total egotism, or an absolute lack
of interest in giving the gamer his moneys worth.
After playtesting, do blindtest, new playtesters
are exposed to the game without the benefit of
advice from the designer or other experienced
players.
After blindtesting, do proof playtesting, an
extra stage of blindtesting and another round
of designer playtesting using only proof
copies of the finished rules, maps, and charts.
80/58
Richard Garriott
Ultima I: The First Age of Darkness, 1981
Ultima II: The Revenge of the Enchantress,
1982
Ultima IV: Quest of the Avatar, 1985
Autoduel, 1985
Ogre, 1986
Ultima VIII: Pagan, 1994
Ultima Online, 1997
City of Heroes, 2004
City of Villians, 2005
Tabula Rasa, 2007
Suggested Reading
King, B. & Borland, J. Dungeons and
Dreamers: The Rise of Computer
Game Culture from Geek to Chic

81/58
Raph Koster
LegendMUD
Ultima Online, 1997
Star Wars Galaxies, 2003
EverQuest II, 2004

Suggested Reading
Koster, R. A Theory of Fun for
Game Design, 2004.
82/58
Raph Koster on Design
Fun is "the act of mastering a problem mentally
Games are teaching patterns
Create a flow experience
About UO
players don't care about what you wanted there, about
what the dreams were - they only care about what they
have in front of them, and then they proceed to do things
you never imagined
About SWG
launched too early from a game design point of view
most systems in there were first-pass at best
A large chunk of the blame lies with me, for being over-
ambitious with the design
83/58
Greg Costikyan
Toon, 1984
Paranoia, 1984
Star Wars: The roleplaying game,
1987
Paranoia XP, 2004

Suggested Reading
Costikyan, G. I have no words and I
must Design, Interactive Fantasy
magazine, 1994.
84/58
Grey Costikyan on Design
Games GROW through innovation. Innovation
creates new game styles [] but its over now.
Achieving a goal is meaningless if it comes
without work, if there is no opposition
Whenever multiple players are involved, games
are strengthened if they permit, and encourage,
diplomacy
How can you tell a good game from
a bad one? The test is still in the
playing
85/58
Ken Rolston
Paranoia, 1984
The Lost Island of Castanamir (D&D), 1984
River of Cradles (Runequest), 1992
Paranoia, 5th ed., 1995
Something Rotten in Kislev (WFRP), 1999
Elder Scrolls III: Morrowind, 2002
Elder Scrolls IV: Oblivion, 2006
About retiring
and play stupid paper-and-pencil RPGs
joined Big Huge Games to do a new RPG
86/58
John Carmack
Commander Keen, 1990
Wolfenstein 3D, 1992
Doom, 1993
Quake, 1996
Doom 3, 2005
Suggested Reading
Kushner, D. Masters of Doom: How
Two Guys Created an Empire and
Transformed Pop Culture,
Random House
87/58
John Romero
Scout Search, 1984
Commander Keen, 1990
Wolfenstein 3D, 1992
Doom, 1993
Heretic, 1994
HeXen, 1995
Quake, 1996
Daikatana, 2000
Hyperspace Delivery Boy, 2001
Area 51, 2005
Gauntlet: Seven Sorrows, 2005
88/58
John Romero on Design
We developed our games in a pretty
non-disciplined and non-organized way
because so much of it was R&D

89/58
Warren Spector
Toon, 1984
Car Wars, Ogre, Illuminati
AD&D, DMs guide, 2nd ed., 1989
GURPs, 3rd ed. 1992
Send in the Clones (Paranoia), 1985
Underword: The Stygian Abuss, 1991
Ultima VII, Part 2, Serpent Isle, 1993
System Shock, 1994
Thief: The Dark Project, 1999
Deus Ex, 2000
Epic Mickey, 2010
90/58
Warren Spector on Design
Learn to program and get as broad-based an education
as you can
Become an effective communicator
Make games
giving players power to make choices enhanced the
gameplay experience
attaching consequences to those choices made the
experience even more powerful
Gargoyle episode
Sequals & Adaptations: Get used to it!
Safe bets
Free marketing
Fan buy-in
cool sandboxes to play in
91/58
Sandy Petersen
Call of Cthulhu, 1981
Runequest, 3rd ed., 1985
Ghostbusters: A Frightfully Cheerful
Roleplaying Game, 1986
DOOM, 1993
Quake, 1996
Age of Empires: The Age of Kings, 1999
Call of Cthulhu, 2004
Worked on
Civilization
Sid Meiers Pirates!


92/58
Sandy Petersen on Design
Be familiar with all types of games, not
just computer games
93/58
Frederick Raynal
Alone in the Dark, 1992
Infogrames took over creative control
Added Cthulhu mythos
Little Big Adventure, 1995
Little Big Adventure 2, 1997


94/58
Gabe Newell & Mike Harrington
Half-Life, 1998
Half-Life 2, 2004




Suggested Reading
Valve. Half-Life
2
: Raising the Bar
95/58
Mihn Le & Jess Cliffe


Counter-Strike, 1999
Counter-Strike: source, 2004
Jane McGonigal
I Love Bees, 2004
Cruel 2 B Kind, 2006
World Without Oil, 2007
The Lost Ring, 2008
Superstruct, 2008
Top Secret Dance Off, 2008
97/58
Bill Roper
Warcraft: Orcs and Humans
Warcraft II: Tides of Darkness
Warcraft III: Reign of Chaos
Starcraft
Diablo
Diablo II

98/58
Bill Roper on Design
You cant get good at making games
unless you make games
tear apart boardgames to prototype
your ideas
most importantly, never stop playing

99/58
Richard Garfield
RoboRally, 1994
Magic: The Gathering, 1994
The Great Dalmuti, 1995



100/58
Marc LeBlanc
Ultima Underworld II, 1993
System Shock, 1994
Thief, 1998


Suggested Reading
Online articles on
Mechanics, Dynamics, Aesthetics
101/58
Marc LeBlanc on Design
Have a critical eye for games
Learn to program
Play lots of games
Design the game for [millions of
people], not for you

102/58
Dr. Ray Muzyka
Baldurs Gate, 1998
MDK2, 2000
Baldurs Gate II, 2000
Neverwinter Nights, 2002
Star Wars: Knights of the Old Republic, 2003
Based upon the roleplaying game (d20 version)
Jade Empire, 2005
Neverwinter Nights, 2006
103/58
Dr. Ray Muzyka on Design
Be passionate, but self-critical
never compromise on quality, but do
realize that there is a point of
diminishing returns
104/58
Bruce C. Shelley
Railroad Tycoon
Civilization
Age of Empires

105/58
Bruce C. Shelley on Design
Play a lot of games and analyze them
Think in terms of entertaining a large
audience, not a small one
it is okay, even encouraged, to borrow
from great games, but be different at the
vision level and innovative at the
gameplay level
106/58
Starr Long
Ultima Online
Bioforge
Wing Commander: Privateer
Ultima Underworld 2
107/58
Starr Long on Design
play every game you possibly can
then analyze them carefully
finding inspiration from outside of
games is extremely important
if you are not having fun making your
game, then your customers will not have
fun playing it
108/58
Lorne Lanning
Oddworld: Abes Oddysee
Oddworld: Abes Exodus
Oddworld: Munchs Oddysee

109/58
Lorne Lanning on Design
The best ideas will not come from areas
that have nothing to do with games
110/58
Scott Miller on Design
Learn from other games and designers,
but do not copy them.
must invent something unique and
compelling (one without the other in not
enough)
111/58
Josh Holmes
Def Jam Vendetta
NBA Street
NBA Live 98, 99, 2000

112/58
Josh Holmes on Design
Think of the consumer
Fun first
whenever you have a choice between realism
and fun, go with fun
Always strive for balance
Think Big
Remember Pacing
Play Bad Games
Look outside of games
113/58
Ron Gilbert
Maniac Mansion, 1987
The Secret of Monkey Island, 1990

114/58
Swedish Game Designers
Dan Glimne
Drakborgen
Martin Walfisz
Ground Control
Andreas Roman
Midtown Madness 3
(Battlefield: Modern Combat)
Mikael Emtinger
GTR
Tom Sderlund
Botfighters
Erik Svedng
Blueberry Garden
Thank you!

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