Archive for the ‘design’ Category.

SpyParty E3 “Competitive” Analysis

I’m not an economist, so I could be completely wrong here, but I don’t think games (or works in any art and entertainment form, whether film, music, books, whatever) really compete against each other in the usual sense of the term “compete”. Yes, if you ship on the exact same day as a big hit, […]

Lost, The Wire, Game Design, Meaning, and Brian Moriarty

I just read this interview with the Lost executive producers, Carlton Cuse and Damon Lindelof, and it’s got some pretty interesting comments in it that relate to some of my current thoughts about game design. This first quote speaks to a concept Jonathan Blow and I talk about all the time when discussing game design and […]

A New Decade, an Old Development Philosophy

Technically, even though this post is getting published in February, I started writing it in January, 2010, so I think saying “Happy New Year!” still counts for something… 2010 is going to be the first full year of development on SpyParty, and I’m pretty excited about the progress so far.  The official Goal for the […]