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<channel>
	<title>Dodo Blog &#187; Design</title>
	<atom:link href="http://www.ninjadodo.net/dodoblog/archives/category/games/design/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.ninjadodo.net/dodoblog</link>
	<description>Art, animation, games… and dodos.</description>
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		<title>Immersive Simulations</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/07/10/immersive-simulations/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/07/10/immersive-simulations/#comments</comments>
		<pubDate>Sat, 10 Jul 2010 21:59:24 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Immersive Sim]]></category>
		<category><![CDATA[Looking Glass]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=863</guid>
		<description><![CDATA[If you&#8217;re new to games, or consoles were more your thing in the 90s you may not have heard of Looking Glass. They were a game studio that pioneered a genre that came to be known as the &#8220;Immersive Sim&#8221;, focusing on deep player interaction with a detailed and consistent game world using a unique [...]]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re new to games, or consoles were more your thing in the 90s you may not have heard of <a href="http://en.wikipedia.org/wiki/Looking_Glass_Studios">Looking Glass</a>. They were a game studio that pioneered a genre that came to be known as the &#8220;Immersive Sim&#8221;, focusing on deep player interaction with a detailed and consistent game world using a unique blend of narrative, artificial intelligence and physics simulation. Famous for titles like <em>Thief</em> and <em>Ultima Underworld</em>, its influence can still be felt across the games industry.</p>
<p>Right now there&#8217;s an <a href="http://www.rockpapershotgun.com/tag/dark-futures/">excellent series of interviews</a> on Rock Paper Shotgun about the rise and fall of this particular school of design and its continuing legacy. Smart people talking game design philosophy. Great great stuff.</p>
]]></content:encoded>
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		<item>
		<title>Guppy</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/05/05/guppy/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/05/05/guppy/#comments</comments>
		<pubDate>Wed, 05 May 2010 21:36:46 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Guppy]]></category>
		<category><![CDATA[Guppy fish]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[prototype]]></category>
		<category><![CDATA[swim]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=771</guid>
		<description><![CDATA[Worked some more on the swimming game. It has random rock formations and ambient friendly fish now&#8230;]]></description>
			<content:encoded><![CDATA[<p>Worked some more on <a href="http://forums.tigsource.com/index.php?topic=6232.0">the swimming game</a>. It has random rock formations and ambient friendly fish now&#8230;</p>
<p><center><img alt="" src="http://www.ninjadodo.net/temp/img/gupcomp480.gif" title="Guppy prototype" width="480" height="360" /></center></p>
]]></content:encoded>
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		<title>IAnim – Gothic</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/03/22/ianim-%e2%80%93-gothic/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/03/22/ianim-%e2%80%93-gothic/#comments</comments>
		<pubDate>Mon, 22 Mar 2010 21:32:12 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Ianim]]></category>
		<category><![CDATA[Gothic]]></category>
		<category><![CDATA[Interactive animation]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=647</guid>
		<description><![CDATA[For the next couple of weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games&#8230; This week, Gothic. I suggested recently that games could show skill progression in the movement of the player, making the animation more elegant as you level up, but some games [...]]]></description>
			<content:encoded><![CDATA[<p><em>For the next couple of weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games&#8230;</em></p>
<p>This week, <a href="http://www.gothic.de/gothic1/index.php?lang=eng">Gothic</a>.</p>
<p><img src="http://www.ninjadodo.net/dodoblog/wp-content/uploads/2010/03/gothic_swamp_sml.jpg" alt="Gothic" title="Gothic" width="480" height="384" class="alignnone size-full wp-image-649" /></p>
<p><a href="http://www.gamasutra.com/view/feature/4054/the_necessity_of_interactive_.php?page=3">I suggested recently</a> that games could show skill progression in the movement of the player, <em>making the animation more elegant as you level up</em>, but some games are already doing this, Piranha Bytes&#8217; action-RPG among them. Set in a medieval prison colony; the player picks up skills from various allies.</p>
<p>As in most RPGs you start out pretty helpless and your general incompetence is reflected in how you hold and swing a blade. Get some training though and you start showing a little more control in your movements, different slashing moves are unlocked and you can now use timing to your advantage&#8230;</p>
<p><a href="http://www.ninjadodo.net/ianim/2010/gothic_training.mov">The player becomes <strong>visibly</strong> more skilled.</a></p>
<p>It’s worth noting the animation doesn&#8217;t have to be perfect, as long it is <em>effective</em> and communicates clearly. All the better if it also looks cool, of course.</p>
]]></content:encoded>
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		<title>IAnim – Uncharted 2</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/03/15/ianim-%e2%80%93-uncharted-2/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/03/15/ianim-%e2%80%93-uncharted-2/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 22:23:42 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Ianim]]></category>
		<category><![CDATA[anticipation]]></category>
		<category><![CDATA[Interactive animation]]></category>
		<category><![CDATA[uncharted 2]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=629</guid>
		<description><![CDATA[It’s been a little while, but there’s much still to be said on the subject of interactive animation. So let’s continue… Once again, I’m going to be talking about old games as well as new, because we already have the technology, we’re just not using it very much. These are some exceptions&#8230; Let&#8217;s start with [...]]]></description>
			<content:encoded><![CDATA[<p><em>It’s been <a href="http://www.gamasutra.com/blogs/ChristiaanMoleman/20090405/1058/Good_practice__Animation_As_Gameplay.php">a little while,</a> but there’s much still to be said on the subject of interactive animation. So let’s continue…</p>
<p>Once again, I’m going to be talking about old games as well as new, because we already have the technology, we’re just not using it very much.</p>
<p>These are some exceptions&#8230;</em></p>
<p>Let&#8217;s start with <a href="http://us.playstation.com/games-and-media/games/uncharted-2-among-thieves-ps3.html"><em>Uncharted 2: Among Thieves</em></a></p>
<p><img src="http://www.ninjadodo.net/dodoblog/wp-content/uploads/2010/03/uncharted2_sml.jpg" alt="Uncharted 2" title="Uncharted 2" width="480" height="270" class="alignnone size-full wp-image-634" /></p>
<p>It has been much lauded for its use of animation and there’s definitely a few interesting things going on in-game. Nathan Drake adapts to his surroundings by layering together different contextual animations like shielding himself from fire, clutching a gunshot wound, losing balance, taking cover and so on.</p>
<p>Of particular interest is the game’s use of what I’m going to call “<strong>contextual anticipation</strong>”…</p>
<p>When Drake is climbing around he will extend his free hand towards reachable areas, indicating to the player it’s safe to jump as well as where this will take him.</p>
<p>A more subtle example is when you’re hiding behind cover and a guard comes around the corner. There is a short window of time where Drake can surprise the guard and disable him without making a noise. At just the right moment (the window within which the player can stealth-attack), Drake ducks down, arms ready, <em>anticipating the grabbing action</em>. The <a href="http://www.youtube.com/watch?v=Lmld8RroCbg">sudden change of posture</a> (1:00) communicates that now is the time to strike, and it’s all you need.</p>
<p>We spend much of our time staring at our avatars in 3rd person games. Not a bad place to put your gameplay feedback…</p>
]]></content:encoded>
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		<title>Linkage</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/03/09/linkage/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/03/09/linkage/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 23:09:56 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Links]]></category>
		<category><![CDATA[Writing]]></category>
		<category><![CDATA[Patrick Redding]]></category>
		<category><![CDATA[Splinter Cell]]></category>
		<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=610</guid>
		<description><![CDATA[Some links for perusing purposes: The psychology of avatar customization, Patrick Redding on co-op narrative and NPC interaction, intriguing insight into Valve&#8217;s design process, and a cool new animation blog and podcast. Enjoy responsibly.]]></description>
			<content:encoded><![CDATA[<p>Some links for perusing purposes:</p>
<ul>
<a href="http://www.artfulgamer.com/2009/10/16/body-armour-and-the-problem-of-avataritis/">The psychology of avatar customization</a>,</p>
<p><a href="http://www.gamasutra.com/view/feature/4290/on_changing_the_shape_of_.php">Patrick Redding on co-op narrative and NPC interaction</a>,</p>
<p><a href="http://www.teamfortress.com/post.php?id=3539">intriguing insight into Valve&#8217;s design process</a>,</p>
<p><a href="http://www.speakingofanimation.com/">and a cool new animation blog and podcast</a>.</ul>
<p>Enjoy responsibly.</p>
]]></content:encoded>
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		<item>
		<title>Prototyping</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/02/06/prototyping/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/02/06/prototyping/#comments</comments>
		<pubDate>Sat, 06 Feb 2010 10:47:29 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Guppy]]></category>
		<category><![CDATA[fish]]></category>
		<category><![CDATA[guppy]]></category>
		<category><![CDATA[prototype]]></category>
		<category><![CDATA[swim]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=597</guid>
		<description><![CDATA[If you&#8217;ve read my blog for any length of time you&#8217;ll know that besides animation I also enjoy game design and I&#8217;ve recently been tinkering with a little prototype that started as a movement-test and is slowly growing into an actual game. Graphics are placeholder. Haven&#8217;t decided what to do for visuals yet&#8230;]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;ve read my blog for any length of time you&#8217;ll know that besides animation I also enjoy game design and I&#8217;ve recently been tinkering with <a href="http://forums.tigsource.com/index.php?topic=6232.0">a little prototype</a> that started as a movement-test and is slowly growing into an actual game.</p>
<p><center><br />
<a href="http://forums.tigsource.com/index.php?topic=6232.0"><img src="http://www.ninjadodo.net/temp/img/gup_screen_noframe.gif" alt="Guppy (working title)" align="middle" /></a><br />
</center></p>
<p>Graphics are placeholder. Haven&#8217;t decided what to do for visuals yet&#8230;</p>
]]></content:encoded>
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		<title>Know your classics</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/01/17/know-your-classics/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/01/17/know-your-classics/#comments</comments>
		<pubDate>Sun, 17 Jan 2010 11:39:02 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[History]]></category>
		<category><![CDATA[Eric Chahi]]></category>
		<category><![CDATA[Frédérick Raynal]]></category>
		<category><![CDATA[Jordan Mechner]]></category>
		<category><![CDATA[Paul Cuisset]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=469</guid>
		<description><![CDATA[Two great interviews with four gaming legends: Mechner, Chahi, Raynal and Cuisset, creators of such games as Prince of Persia, Little Big Adventure, Flashback and Another World. (en français) The first is also available in English. Prince, LBA and Flashback are still among my fondest gaming memories and it&#8217;s a treat to read about their [...]]]></description>
			<content:encoded><![CDATA[<p>Two great interviews with four gaming legends: <a href="http://ericviennot.blogs.liberation.fr/ericviennot/2009/10/chahimechner-linterview-des-l%C3%A9gendes-1.html">Mechner, Chahi,</a> <a href="http://ericviennot.blogs.liberation.fr/ericviennot/2008/09/raynal-cuisse-1.html">Raynal and Cuisset</a>, creators of such games as Prince of Persia, Little Big Adventure, Flashback and Another World. (<em>en français</em>)</p>
<p>The first is <a href="http://www.gamasutra.com/view/feature/4239/the_auteur_forum_mechner_and_.php">also available in English</a>.</p>
<p>Prince, LBA and Flashback are still among my fondest gaming memories and it&#8217;s a treat to read about their creators&#8217; thoughtful and eclectic approach to design.</p>
<ul>
<p><em>&#8220;Don&#8217;t dissipate the energy and passion of the original idea by becoming your own critic too early in the process. (&#8230;) start taking the necessary steps to turn your idea into reality, while you still feel the clarity and strong desire of that first inspiration&#8221;</em> <strong>Jordan Mechner</strong></p>
<p><em>&#8220;Story prolongs the enjoyment of the player, but it does not create it.&#8221;</em><br />
<strong>Frédérick Raynal</strong>
</ul>
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		<item>
		<title>More Links</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2010/01/07/more-links/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2010/01/07/more-links/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 21:40:13 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Links]]></category>
		<category><![CDATA[indie]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=455</guid>
		<description><![CDATA[Worth a read: Edmund McMillen&#8217;s has tips on indie game development, and Adam Saltsman advocates accessibility.]]></description>
			<content:encoded><![CDATA[<p>Worth a read:</p>
<ul><a href="http://www.indiegames.com/blog/2009/12/opinion_indie_game_design_dos.html">Edmund McMillen&#8217;s has tips on indie game development</a>,</p>
<p><a href="http://www.gamasutra.com/view/news/26386/Analysis_Game_Design_Accessibility_Matters.php">and Adam Saltsman advocates accessibility</a>.</ul>
]]></content:encoded>
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		<item>
		<title>Shiny</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2009/12/15/shiny/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2009/12/15/shiny/#comments</comments>
		<pubDate>Tue, 15 Dec 2009 23:31:26 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Links]]></category>
		<category><![CDATA[Bioware]]></category>
		<category><![CDATA[Charlie Brooker]]></category>
		<category><![CDATA[Design Reboot]]></category>
		<category><![CDATA[video reference]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=424</guid>
		<description><![CDATA[Some various links of interest: Charlie Brooker makes a compelling case for games as a medium, Bioware has tips for those looking to break into the industry, Gausswerks rethinks some games that could have been great, and here&#8217;s a nifty open-source tool for analyzing video reference!]]></description>
			<content:encoded><![CDATA[<p>Some various links of interest:</p>
<ol>
<a href="http://www.guardian.co.uk/technology/2009/dec/11/charlie-brooker-i-love-videogames">Charlie Brooker makes a compelling case for games as a medium</a>,</p>
<p><a href="http://gim.acanaday.com/">Bioware has tips for those looking to break into the industry</a>,</p>
<p><a href="http://designreboot.blogspot.com/">Gausswerks rethinks some games that could have been great</a>,</p>
<p><a href="http://www.kinovea.org/en/">and here&#8217;s a nifty open-source tool for analyzing video reference</a>!</ol>
]]></content:encoded>
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		<item>
		<title>Emergent Story</title>
		<link>http://www.ninjadodo.net/dodoblog/archives/2009/10/19/emergent-story/</link>
		<comments>http://www.ninjadodo.net/dodoblog/archives/2009/10/19/emergent-story/#comments</comments>
		<pubDate>Mon, 19 Oct 2009 19:02:22 +0000</pubDate>
		<dc:creator>Ninja Dodo</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Links]]></category>
		<category><![CDATA[Writing]]></category>
		<category><![CDATA[emergent]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[story]]></category>

		<guid isPermaLink="false">http://www.ninjadodo.net/dodoblog/?p=322</guid>
		<description><![CDATA[I agree with this.]]></description>
			<content:encoded><![CDATA[<p>I agree with <a href="http://www.edge-online.com/blogs/lack-substance-abuse">this</a>.</p>
]]></content:encoded>
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