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Ben Serviss's Blog
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Freelance game designer working in commercial, social, educational and indie games. I write about game narrative and design at dashjump.com.
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Expert Blogs
Using Narrative and Gameplay Congruency to Enhance Meaningful Play |
Posted by Ben Serviss on Thu, 10 Jan 2013 10:26:00 EST in
Indie,
Console/PC,
Design
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How can games take advantage of narrative and gameplay synchronicity to create more emotionally effective experiences? |
Read More... | 10 Comments |
The Importance of Inspiring Tomorrow’s Game Makers |
Posted by Ben Serviss on Thu, 27 Dec 2012 10:51:00 EST in
Design,
Business/Marketing
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Are developers doing enough to inspire future generations of game makers? |
Read More... | 3 Comments |
The Grasshopper Method: Building Honest Buzz for Your Game |
Posted by Ben Serviss on Thu, 20 Dec 2012 10:54:00 EST in
Social/Online,
Indie,
Business/Marketing,
Console/PC
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Can indie games use "honest" PR and media techniques to get buzz for their games amid triple-A competition? |
Read More... | 4 Comments |
Monsters in the Sky: Facing Jesse Schell’s Nightmare of Over-Gamification |
Posted by Ben Serviss on Thu, 13 Dec 2012 11:01:00 EST in
Business/Marketing,
Design,
Console/PC,
Smartphone/Tablet,
Social/Online
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Will gamification reduce everyone to mindless consumers, or is there hope yet? Answers lie in Jesse Schell's DICE talk and a game about battling the weather. |
Read More... | 6 Comments |
The Fallacy of Choice (In Games and Real Life) |
Posted by Ben Serviss on Thu, 06 Dec 2012 04:24:00 EST in
Console/PC,
Design,
Social/Online,
Indie
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Do games like Fable and Unmanned give players truly meaningful choices, or are game designers just kidding themselves? |
Read More... | 5 Comments |
[More Ben Serviss Blogs]
Ben Serviss's Comments
Comment In: Using Narrative and Gameplay Congruency to Enhance Meaningful Play [Blog - 01/10/2013 - 10:26]
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It 's next on my ... It 's next on my backlog of Steam games to play for exactly this reason : |
Comment In: The Walking Dead Is Not For Me [Blog - 01/09/2013 - 07:36]
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I feel pretty much the ... I feel pretty much the opposite about everything you 've said, but I respect your opinion. r n r nI think Telltale was intentionally trying to do something different, and ground everything in the ambiguity of reality. The whole vague Clementine will remember that feedback was annoying to me at ... |
Comment In: How Gamifying Blood Donations Can End the Shortage [Blog - 01/03/2013 - 10:17]
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Fair enough Ian, I totally ... Fair enough Ian, I totally know what you mean. One of the reasons I wanted to write about this was because over the course of donating blood and accruing reward points, I didn 't know you could redeem them for real-world goods until I found myself a few hundred away ... |
Comment In: The Importance of Inspiring Tomorrow’s Game Makers [Blog - 12/27/2012 - 10:51]
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Great point Dennis, and one ... Great point Dennis, and one that people don t usually bring up in these discussions. I wouldn t call the shareware model free-to-play though it s more of a free-to-try model that boils down to a generous demo release. I d say the main difference between the two is how ... |
Comment In: The Grasshopper Method: Building Honest Buzz for Your Game [Blog - 12/20/2012 - 10:54]
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Thanks Matthew It 's funny ... Thanks Matthew It 's funny how being open and transparent usually ends up not only the most cost-effective strategy, but the most successful. It all comes down to respecting the players and their time, instead of treating them solely as consumers of your products. |
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