Archive for the ‘Game Design’ Category

What Makes A Good Game – Progression

What Makes A Good Game – Progression

By on November 2nd, 2011 at 10:33 am
I'd like to talk about about Progression in games. Progression is having goals and how the player achieves them. What is their purpose(s) in the game? How do they fulfill their purpose(s)?
What Makes A Good Game – Immersion

What Makes A Good Game – Immersion

By on October 17th, 2011 at 12:29 pm
Immersion is essentially making the player believe they are where (or what) the game says they are. In 4X games, the player is really the Supreme Ruler of their Empire (or whatever role the story line says they should be).
OggBoard: The Next Generation in Board Gaming

OggBoard: The Next Generation in Board Gaming

By on August 29th, 2011 at 12:42 am
OggBoard intends to combine augmented reality technology with board gaming and the interactivity of computer and console gaming with the objective to create a "kind of" holographic board gaming experience.
Game Jobs Recruiting – New SpaceSector.com Forum

Game Jobs Recruiting – New SpaceSector.com Forum

By on May 9th, 2011 at 9:53 am
Lately, I’ve been in touch with many fellow Sci-fi gamers that are launching their own sci-fi game projects right now. Some of them have… Read the rest
Real-time Strategy (RTS) vs Turn-based Strategy (TBS). Who wins?

Real-time Strategy (RTS) vs Turn-based Strategy (TBS). Who wins?

By on August 16th, 2010 at 10:18 pm
In what respects to space strategy games there is one gameplay element that mostly decides the style of the game, its pace mechanic:… Read the rest
4 Reasons Why We Like to Play Space Strategy Games

4 Reasons Why We Like to Play Space Strategy Games

By on January 21st, 2010 at 10:38 pm
This may seem like an odd question to make but sometimes I question myself "why do I and so many other people like to play space strategy games so much"?
What makes a good 4x space game economy model?

What makes a good 4x space game economy model?

By on November 29th, 2009 at 9:03 pm
Some may say that the key is in the complexity, others will defend that simpler is better others may even argue that realism is in important factor. So what is the right balance? What makes a good 4x space game economic model? And ultimately is that such a big deal?
A New Way to Explore Planets

A New Way to Explore Planets

By on August 22nd, 2009 at 1:38 pm
When reaching a planet, what its normally presented? Some characteristics presented not very well detailed. Normally colonization is made instantly and all that can be done is start building facilities. I think more could be done to give the planets more protagonism and enhance the exploration excitement. Let us re-think the concept.
Less Spaceships with more Personality is more Fun

Less Spaceships with more Personality is more Fun

By on July 23rd, 2009 at 3:17 pm
When it comes to Space Games, Spaceships take the central stage. They are the backbone of any space faring civilization wordy of that name. In the future I think space strategy games should pay more attention to their spaceships design concept.
Innovative Tech Trees in Space Strategy Games

Innovative Tech Trees in Space Strategy Games

By on July 19th, 2009 at 12:19 am
The ability to research new technologies was and always will be a central aspect of any space strategy game. Much of the fun in this type of games comes from witnessing the evolution of a society in the long run on all its different aspects.