Tag Archives: Warframe

Game Design: Interface and Mood

One of the things that players of games notice intuitively is their user interfaces. Small things make a game’s interface fluid or clunky, and ugly or beautiful. A designer who isn’t careful can introduce unnecessary elements or hide crucial information and functionality, crippling their game while working on a part of it that is often underrated. Furthermore, interfaces set the mood of the game before any of the other art and mechanics come to the forefront.

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Game Design: Encouraging Social Play Part 1: Scales of Play

It’s generally well accepted that players who have an enjoyable social experience in game have a higher rate of coming back to a game and will generally enjoy it more than players who are alone, especially in a massively multiplayer environment. This requires designers to take a certain approach to the design of their games that is social play oriented, rather than just play oriented. Continue reading

Learning from Dungeons and Dragons Online Part 3: Financial Model

Dungeons and Dragons Online, as I’ve said before, is my favorite MMORPG, and there’s several things I like about its business plan that really help me as a player who isn’t willing to subscribe but is willing to buy content on occasion (though that might change; I’m not planning on subscribing forever but I might pick up VIP for the months when I’m off school next summer). Continue reading