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} catch(err) {}</description><title>game design tweets</title><generator>Tumblr (3.0; @gamedesigntweets)</generator><link>http://www.mygamedesign.com/</link><item><title>GDT#024 Game design for social networks is unlearning ‘game design’: fidelity and feel...</title><description>&lt;p&gt;GDT#024 Game design for social networks is unlearning ‘game design’: fidelity and feel of game mechanics, or balance, matter less.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/94181511</link><guid>http://www.mygamedesign.com/post/94181511</guid><pubDate>Wed, 08 Apr 2009 16:57:19 +0200</pubDate></item><item><title>GDT#023 Game designers create skill-based justifications for resolutions of events; writers create...</title><description>&lt;p&gt;GDT#023 Game designers create skill-based justifications for resolutions of events; writers create story-based justifications.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/82280449</link><guid>http://www.mygamedesign.com/post/82280449</guid><pubDate>Sat, 28 Feb 2009 16:17:24 +0100</pubDate></item><item><title>GDT#022 Game design thinking extrapolated: Game design ≤ interaction design &lt; experience design...</title><description>&lt;p&gt;GDT#022 Game design thinking extrapolated: Game design ≤ interaction design &lt; experience design &lt; service design.  &lt;/p&gt;</description><link>http://www.mygamedesign.com/post/81117923</link><guid>http://www.mygamedesign.com/post/81117923</guid><pubDate>Tue, 24 Feb 2009 17:57:54 +0100</pubDate></item><item><title>GDT#021 Creative practices in #gamedesign 7: Design iteration is a process of meaning: it takes you...</title><description>&lt;p&gt;GDT#021 Creative practices in #gamedesign 7: Design iteration is a process of meaning: it takes you up/down a spiral of focused thinking.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/77954081</link><guid>http://www.mygamedesign.com/post/77954081</guid><pubDate>Fri, 13 Feb 2009 08:02:30 +0100</pubDate></item><item><title>GDT#020 Creative practices in #gamedesign 6: Playtesting; seeing players engage with your design,...</title><description>&lt;p&gt;GDT#020 Creative practices in #gamedesign 6: Playtesting; seeing players engage with your design, and being humbled by the experience.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/77717011</link><guid>http://www.mygamedesign.com/post/77717011</guid><pubDate>Thu, 12 Feb 2009 12:40:21 +0100</pubDate></item><item><title>GDT#019 Creative practices in #gamedesign 5: Communicating the above in ways that dev team...</title><description>&lt;p&gt;GDT#019 Creative practices in #gamedesign 5: Communicating the above in ways that dev team understands you. Prototyping the smallest things.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/76178257</link><guid>http://www.mygamedesign.com/post/76178257</guid><pubDate>Fri, 06 Feb 2009 17:45:22 +0100</pubDate></item><item><title>GDT#018. Creative practices in #gamedesign 4: Designing core mechanics by triangulating verbs with...</title><description>&lt;p&gt;GDT#018. Creative practices in #gamedesign 4: Designing core mechanics by triangulating verbs with meaningful goals and system responses.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/77130301</link><guid>http://www.mygamedesign.com/post/77130301</guid><pubDate>Fri, 06 Feb 2009 17:00:00 +0100</pubDate><category>game design</category><category>goals</category><category>game mechanics</category></item><item><title>GDT#017 Creative practices in #gamedesign 3: Designing goal and reward hierarchies, &amp; how to...</title><description>&lt;p&gt;GDT#017 Creative practices in #gamedesign 3: Designing goal and reward hierarchies, &amp; how to communicate them to players in motivating ways.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/75964571</link><guid>http://www.mygamedesign.com/post/75964571</guid><pubDate>Thu, 05 Feb 2009 22:34:30 +0100</pubDate></item><item><title>GDT#016. Creative practices in #gamedesign 2: Sketching out systems with interacting parts &amp;...</title><description>&lt;p&gt;GDT#016. Creative practices in #gamedesign 2: Sketching out systems with interacting parts &amp; defining rules as their dynamic relationships.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/75948778</link><guid>http://www.mygamedesign.com/post/75948778</guid><pubDate>Thu, 05 Feb 2009 21:20:18 +0100</pubDate></item><item><title>GDT#015. Creative practices in #gamedesign 1: Setting out to design meaningful play:...</title><description>&lt;p&gt;GDT#015. Creative practices in #gamedesign 1: Setting out to design meaningful play: curiosity/virtuosity/sociality; emotional experiences.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/75727462</link><guid>http://www.mygamedesign.com/post/75727462</guid><pubDate>Thu, 05 Feb 2009 01:32:00 +0100</pubDate><category>play</category><category>game design</category><category>creativity</category><category>curiosity</category><category>virtuosity</category><category>sociality</category></item><item><title>GDT#014. The next 7 #gamedesign tweets will offer characterizations of game design as a creative...</title><description>&lt;p&gt;GDT#014. The next 7 #gamedesign tweets will offer characterizations of game design as a creative practice. Archived at &lt;a href="http://ping.fm/jH2gs"&gt;http://ping.fm/jH2gs&lt;/a&gt;&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/75728200</link><guid>http://www.mygamedesign.com/post/75728200</guid><pubDate>Thu, 05 Feb 2009 01:02:00 +0100</pubDate><category>game design</category><category>creativity</category></item><item><title>GDT#013: Design principle 4 games for social networks: Make log in/off into a risk-reward structure....</title><description>&lt;p&gt;GDT#013: Design principle 4 games for social networks: Make log in/off into a risk-reward structure. E.g. Parking Wars in FB.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/73822886</link><guid>http://www.mygamedesign.com/post/73822886</guid><pubDate>Wed, 28 Jan 2009 19:39:12 +0100</pubDate></item><item><title>GDT#012: Film genres get substantified; game genres get acronymized and verbified. Chapter 14 in...</title><description>&lt;p&gt;GDT#012: Film genres get substantified; game genres get acronymized and verbified. Chapter 14 in &lt;a href="http://ping.fm/tAJr8"&gt;http://ping.fm/tAJr8&lt;/a&gt;&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/73498750</link><guid>http://www.mygamedesign.com/post/73498750</guid><pubDate>Tue, 27 Jan 2009 15:43:00 +0100</pubDate><category>genre</category><category>games</category></item><item><title>GDT#011: Psychological proximity - e.g. how close to your heart a goal feels - is a variable that...</title><description>&lt;p&gt;GDT#011: Psychological proximity - e.g. how close to your heart a goal feels - is a variable that affects intensities of gameplay emotions.  &lt;/p&gt;</description><link>http://www.mygamedesign.com/post/73503708</link><guid>http://www.mygamedesign.com/post/73503708</guid><pubDate>Tue, 27 Jan 2009 13:08:00 +0100</pubDate><category>game design</category><category>gameplay emotions</category><category>goals</category></item><item><title>GDT#010: Intensities of emotions in gameplay vary. They are modulated by a set of variables, e.g....</title><description>&lt;p&gt;GDT#010: Intensities of emotions in gameplay vary. They are modulated by a set of variables, e.g. unexpectedness, which can be designed.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/73332865</link><guid>http://www.mygamedesign.com/post/73332865</guid><pubDate>Mon, 26 Jan 2009 23:45:00 +0100</pubDate><category>gameplay emotions</category><category>game design</category></item><item><title>GDT#009: Emotional game play experiences matter, since emotionally salient material is remembered...</title><description>&lt;p&gt;GDT#009: Emotional game play experiences matter, since emotionally salient material is remembered better than neutral material.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/73267981</link><guid>http://www.mygamedesign.com/post/73267981</guid><pubDate>Mon, 26 Jan 2009 18:21:00 +0100</pubDate></item><item><title>GDT#008: The road to attaining game goals is beset by emotions. Related to consequences of events,...</title><description>&lt;p&gt;GDT#008: The road to attaining game goals is beset by emotions. Related to consequences of events, actions of agents, or aspects of objects.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/72374766</link><guid>http://www.mygamedesign.com/post/72374766</guid><pubDate>Thu, 22 Jan 2009 19:38:00 +0100</pubDate><category>goals</category><category>games</category></item><item><title>GDT#007: Game play behavior shifts on the axis between planning and performing: strategy games...</title><description>&lt;p&gt;GDT#007: Game play behavior shifts on the axis between planning and performing: strategy games privilege the first; RPGs the latter.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/72090923</link><guid>http://www.mygamedesign.com/post/72090923</guid><pubDate>Wed, 21 Jan 2009 17:14:00 +0100</pubDate><category>strategy games</category><category>RPGs</category><category>genre</category><category>games</category></item><item><title>GDT#006: An aspect of game design is how to distribute information, e.g. about goals. Structuring...</title><description>&lt;p&gt;GDT#006: An aspect of game design is how to distribute information, e.g. about goals. Structuring the info into a story is one way to do it.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/71605564</link><guid>http://www.mygamedesign.com/post/71605564</guid><pubDate>Mon, 19 Jan 2009 20:35:00 +0100</pubDate><category>game design</category><category>story</category><category>games</category><category>goals</category></item><item><title>GDT#005: Qualitative game achievements are likely to provide emotional experiences beyond the...</title><description>&lt;p&gt;GDT#005: Qualitative game achievements are likely to provide emotional experiences beyond the competetive, quantitative ones.&lt;/p&gt;</description><link>http://www.mygamedesign.com/post/70948941</link><guid>http://www.mygamedesign.com/post/70948941</guid><pubDate>Fri, 16 Jan 2009 18:46:00 +0100</pubDate><category>achievements</category><category>xbox live</category><category>trophies</category><category>emotions</category></item></channel></rss>
