Domain: lostgarden.com
Stories and comments across the archive that link to lostgarden.com.
Stories · 5
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Shock Game Advertising
Lost Garden has a good look at some of the more tasteless media marketing that has been foisted on gamers, and what the willingness to shock for sales means to the industry as a whole. From the article: "When I look at many games and the sorry advertisements that reflect back their pitiful value, I see people mechanically spewing out 'more for the sake of more.' A game that only offers perfectly modeled bullet paths or the ability to murder beautiful women is a waste of talent and a blight upon our industry. I say this not because I'm morally opposed to such content, but because it doesn't accomplish anything worthy for the customer, the industry or our industry's wonderful developers." The ad that specifically caused him to write this was one for 'Hitman: Blood Money', in April's EGM. It's pretty darn tasteless; Why would a beautifully made up woman with a bullet in her brain make you want to buy a game? -
Software Development's Evolution towards Product Design
An anonymous reader writes: "The Lost Garden site has an excellent post on software development's evolution into product design. He starts with the first attempts at software design (for yourself or a colleague), and brings the conversation forward to modern design settings." From the article: "At the dawn of software history, programmers wrote software for other programmers. This was a golden era. Life was so simple. The programmers understood their own technical needs quite intimately and were able to produce software that served those needs. The act of software development was a closed circuit. A programmer could sit in a corner and write code that he wanted. By default it also happened to apply to other programmers." -
How To Move Games Beyond Geek Culture
The Lost Garden offers up a post theorizing how to break out of the circle of games by gamers for gamers. The current self-delusional state of mind, the author posits, is why the industry is having problems attracting parts of the mainstream audience. From the article: "We need take a step back and introduce some systems thinking to understand the dynamics of the industry. If we blame the publishers or the programmers or the consumers or the designers as individuals, we gain little understanding of the issue and manage to create a lot of denial, hand wringing and hurt feelings. The truth is that most individual actors in our industry are doing what they think is best. The result may be a degenerate system, but the individuals are operating with a clean conscience. There is absolutely no paradox here. Ultimately, I'm not concerned by individuals doing their jobs poorly. My concern is that they are fixating on an insignificantly tiny market when a much larger one awaits. By blindly devoting their efforts toward the current market, we starve the market expansion process." -
Game Businesses Can Learn From Touring Bands
heartless_ writes "The Lost Garden Blog has an interesting article up comparing small time game developers to small local touring rock bands. From the article... 'I call these small online multiplayer games 'village games.' They are quirky, isolated communities much like a traditional village or small town. The communities tend to be a bit more friendly and insular then their larger city-sized brethren such as Everquest or World of Warcraft. The game play tends to be a bit more unique and able to take risks.'" Woo Puzzle Pirates. -
The Non-Game That Barks Like A Game
Well thought out games blog Lost Garden has a design analysis of Nintendogs. In his estimation, gamers who are shrugging this off as "another Nintendo toy" are doing themselves a disservice. From the article: "There is nothing on that market that compares to Nintendogs. If you dig into the game mechanics at an abstract level, it has surprisingly more in common with a RPG than most virtual pet games. Yet hardcore gamers make a snap judgement and instantly assume it must be a Tamagotchi-style game. This is an unfortunate mistake that limits our understanding of the game design."