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Game Design

The Taxonomy of Left 4 Dead.

Nearly twenty years ago Richard A. Bartle, co-creator of the first Multi User Dungeon (MUD) the precursor to the Massively Multiplayer Online Game, wrote an article entitled “Hearts, Clubs, Diamonds, Spades: Player who suit MUDs”. Even today the classifications he set forth still hold true when examining the types of player who play World Of Warcraft […]

Categories
Game Design

Its own reward?

I often wonder what games are trying to say. Playing Fallout 3 I’ve found myself receiving an explicit reward simply for finding a new location. The fact that there might be new items, characters and quests in that location, or that the act of exploration itself might be rewarding isn’t consider a strong enough incentive. The game decides […]