design, cities, physical & social interaction, play

Leapfroglog design, cities, physical & social interaction, play

Posts Tagged ‘short-session’

What Should a Casual MMOG Feel Like?

I’m finding myself in the starting phases of designing a casual MMOG (or virtual world, if you prefer that term). When I say design, I mean determining the structure and behaviour of the world — interaction design, in other words. It’s an interesting challenge (and a significant change from designing mobile games, to say the [...]

My GDC Mobile 2008 Proposal: Accepted!

It doesn’t say so on the site yet, but I am on the program for next year’s GDC Mobile.1 Yesterday I got the email that my talk — titled Designing a Casual Social Gaming Experience for Generation C — has been accepted. To be honest I was quite surprised. I work in the blurry overlap [...]

Pollinator — A Casual Game Prototype Made With Mobile Processing

Last sunday I sat down and coded a prototype of a casual game in Mobile Processing. I got the idea for it the evening before: You’re a bee who needs to collect as much honey as possible in his hive while at the same time keeping a flower-bed blooming by pollinating… Play it and let [...]

Snacking on Casual Games

Following up on an earlier post about short-session games here are some comments on a recent Gamasutra article by Ian Bogost (it’ll be in the link post for tomorrow). It’s titled ‘Casual As In Sex, Not Casual As In Friday‘ and in it Bogost argues there is quite a bit of unexplored space in the [...]