Earlier today an article appeared on Slashdot discussing "roguelike" games. The article subject itself isn't important, but the discussion it sparked was interesting.
Because roguelike games use keyboard controls, a lot of posts were made regarding the superiority of keyboards over joysticks and other controllers. Personally, I can't stand keyboard controls. I get the value it offers with control options, but I've always found their use very awkward for anything beyond, say, adventure games (the old ones) or interactive fiction.
Whar about those of you who make games?
The other day I came across Storytron by Chris Crawford a games industry legend. I was eager to check it out because I'm currently reading "The Art of Interactive Design", which he wrote. Unfortunately, I have mixed feelings about it, and was wondering if anyone from the community had any experience with it as well so we could compare notes.
So it turns out that I have a discount coupon for nostarch.com, an online bookseller. I look at their site and come across "The Art of Interactive Design" by Chris Crawford. So, has anyone read this book? Is it worth picking up?
I'm a big fan of pattern libraries. In particular, I really enjoy taking
patterns that appear primarily in gaming environments and applying them
through my work (web application development). Things such as:
- Keeping Score
- Progress Indication
- Item Collection
- Random Discovery
Does anyone out there have any thoughts or interesting stories/examples
of applying game theory to traditionally more "mundane" contexts?