January 2006
Lost Garden: Idly gathered game industry statistics of doom
Without further ado let’s look at today’s game industry numbers
Lost Garden: Creating a system of game play notation
"It occurred to me the other day, “What does the world of music have to offer to game designers?”"
Análise de jogabilidade através de notação musical.
November 2005
Lost Garden: Mini Game Design Reviews: Guitar Hero and Wierd Worlds
"I wanted to briefly mention two very different games that I’ve been spending time with recently. The first is Guitar Hero by Harmonix and the second is Weird Worlds: Return to Infinite Space by Digital Eel. Neither is a traditional game, and both have some good lessons about game design to share."
Lost Garden: A Game Business Model: Learning from Touring Bands
(via)Aplicável no Brasil? "This essay is about illuminating a successful, alternative, business model that has the following key characteristics: * Supports large numbers of independent game titles in a low competition environment. * Is amendable to bootstrapping and thus avoids the need for large publishers, money men or other controlling interests. * Encourages unique pockets of innovation. * Offer an opportunity for sustainable, lower risk profits for a small group of developers."
Lost Garden: The myth of programmer-designer greatness
"Here’s a phrase from an earlier post that harkens back to the ancient days when game developers beat their dinner dead with bone weapons. “The best game designers are also programmers.” (Apologies to Dylan Fitterer for taking this out of context.)"
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(5 marks)