Humans! It is once again time for a monthly Indie Lisa Status update! My April post saw me having all sorts of adventures, and learning a lesson about my new perception of work life balance.
So as for May, did I learn anything? Let’s find out! May adventures included:
Continue reading Lisa’s Indie Adventure Update – May 2015
Last weekend I participated in (and assisted in the wrangling of) a small experimental game jam focused on games for classroom learning. I’ve always recognized educational games from afar as something challenging and impressive, but this was my first time dabbling in it myself, with 0 experience making an educational game. I learned SO much about educational game design and the shortcomings of my own design intuition in this context, even from one small weekend prototype. It was incredibly valuable!
Continue reading Schoolhouse Jam Postmortem
On one of my recent “class” streams, a conversation evolved about how the flaws of games can give them character. It really started out as looking streamlining between generations of genres. In our case we were playing Borderlands 2, and I was observing how a lot of tropes of that generation were present in Destiny as a more modern “rpg-shooter” hybrid, but had been hyper streamlined. Some of the older conventions of the late PS3/XBox 360 era of shooters now felt a little clunky – things like waiting on NPC positioning for events to occur, the “turn-in” experience, accomplishing different tasks via different menus which sometimes had limited access, how sometimes the relationship between systems and options made some actions obsolete and other decision making processes feel paralyzing.
Continue reading Flaws and Games and Character