Click "Sleep" for a dark background.
Click "sleep" again if text isn't dark.

 

Tuesday
Sep302008

October Forecast

October is almost upon us all. In preparation of what will undoubtedly be an incredible month for gaming and gaming purchases (Guitar Hero 4 and LittleBig Planet with Vision Cam are to blame) I have decided to give everyone a glimpse into what I've been mulling over in the way of Critical-Gaming content.

 

I can't take a break now. 

The last time I did this was before I took my vacation earlier in the summer. I feel that posting the list gave some readers something to look forward to, which in turn kept me focused and on track. I did a lot of writing after then, but I unfortunately was unable to get to these topics.

  • Sonic 1,2,3, Rush, Rush Adventure review, repair, and re-imagining of Sonic next-gen gameplay .
  • Uncovering the design and depth in Pikmin's origami folded level design.
  • DS design series. Taking a look at the DS games that pull off various DS specific design elements most successfully.

If I write an article every day, I would still trail behind my ideas. Certainly this is not a complaint. I'm just letting you know what's going on on my side of the computer screen. So here's the update to the list.

 

 

  • Ikaruga and Everyday Shooter structural similarities: How linear levels on timers free the player and open up design possibilities. Pikmin as well.
  • The Function of Memory: A look at how memory can be used like a video game mechanic to significantly increase a range of one's abilities.
  • Gaming Schedule: A brief look at a possible balance between buying new games, buying old games, and playing one's games more completely. Also, the benefits of planning/mentally preparing for one's gaming time.
  • Designing a Better Violin Teaching Method: If designing a curriculum is like designing a game.
  • Knowing the Difference between Tactics and Strategy: A look at how many obscure the truth by hiding behind language that claims a game has strategy. Recognizing the difference and understanding how game design creates, encourages, and is benefited/deconstructed by strategy.
  • Be Careful... You Might Suck: Looking at how one's personal skill and experience with video games may affect their ability to assess/critique a game.
  • Is that a Challenge: A look at how video games entertain. How important goals and challenges are to a video game. How engagement and learning are essential.
  • The Construction of Comedy: A look at the mechanics of comedy from 3 cultural point of views.
  • Wow...That's Music: A look at Wii Music and why it may be far more unique and better than the gaming industry/world may currently give it credit for.
  • Designer's Workshop: A new series where I'll be constructing step by step guides detailing how to make the best user generated content for this year's best "content creatable" games. LBP. GH4. Bangai-o. Advance Wars Days of Ruin. It's all inside.
  • Bangai-O Review

 

« Samba De Amigo Critical Hit | Main | The Genius of Slowdown »

Reader Comments

There are no comments for this journal entry. To create a new comment, use the form below.

PostPost a New Comment

Enter your information below to add a new comment.

My response is on my own website »
Author Email (optional):
Author URL (optional):
Post:
 
Some HTML allowed: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <code> <em> <i> <strike> <strong>