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playwarden.com

play warden

A blog about game design and development.

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play warden | playwarden.com Reviews
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A blog about game design and development.
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posted by jamie,0 comments,email this,blogthis,share to twitter,share to facebook,share to pinterest,labels control,dolphin,innovation,iphone,jenova chen,journey,testing flash embedding,jamie warden,introduction,labels emotion,fumito ueda,game design,sotc
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play warden | playwarden.com Reviews

https://playwarden.com

A blog about game design and development.

INTERNAL PAGES

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1

play warden: June 2011

http://www.playwarden.com/2011_06_01_archive.html

Game design and development. Tuesday, 28 June 2011. Why its Easier to Create an Innovative Button Layout on a System With No Buttons. Ive just read an article. About Jenova Chens upcoming title Journey and how he is trying to avoid using the right analogue stick for camera movement, and instead using the six-axis motion control. It seems like the biggest hurdle is getting people to accept the innovation. Ryan Clements from IGN writes:. Why cant it simply be designed that way? Wednesday, 22 June 2011.

2

play warden: Why its Easier to Create an Innovative Button Layout on a System With No Buttons

http://www.playwarden.com/2011/06/why-its-easier-to-create-innovative.html

Game design and development. Tuesday, 28 June 2011. Why its Easier to Create an Innovative Button Layout on a System With No Buttons. I've just read an article. About Jenova Chen's upcoming title Journey and how he is trying to avoid using the right analogue stick for camera movement, and instead using the six-axis motion control. It seems like the biggest hurdle is getting people to accept the innovation. Ryan Clements from IGN writes:. Why can't it simply be designed that way? Another reason why the co...

3

play warden: Heavy Rain Review

http://www.playwarden.com/2011/06/heavy-rain-review.html

Game design and development. Wednesday, 22 June 2011. Heavy Rain (Japanese Version) Review. Heavy Rain is a murder mystery from Quantic Dream that steers away from traditional game mechanics in an attempt to deliver a more mature gaming experience. It follows the story of 4 people, each trying to solve the mystery of the Origami Killer and involves a branching storyline that changes depending on your actions. Consequences: Heavy Rain is a great example of a non-linear game that still manages to keep the ...

4

play warden: Using the Interactive Nature of Videogames to Evoke Player Emotion

http://www.playwarden.com/2011/06/using-interactive-nature-of-videogames.html

Game design and development. Wednesday, 22 June 2011. Using the Interactive Nature of Videogames to Evoke Player Emotion. A case study of Shadow of the Colossus. The player plays as the only living human character in the entire game which in itself gives feelings of both solitude and responsibility. There is no backstory to the situation that Wander has found himself in but the player is able to immediately sympathize with him. He is the only person able to help Mono. The colossi are huge creatures made ...

5

play warden: Jenova Chen: An Inspiring Influence

http://www.playwarden.com/2011/06/p.html

Game design and development. Wednesday, 22 June 2011. Jenova Chen: An Inspiring Influence. Jenova Chen is an auteur. As the co-founder and Lead Game Designer of ThatGameCompany he is the creative mind behind Flow and Flower, two games which are often used as examples of art in video games. His goal is to expand the emotional spectrum of video games.[1]. Communicate a feeling of youthfulness, freedom, and the wonder of imagination”.[2]. In 2006 Jenova wrote his university thesis on Dynamic Difficulty Adju...

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Game design and development. Tuesday, 28 June 2011. Why its Easier to Create an Innovative Button Layout on a System With No Buttons. Ive just read an article. About Jenova Chens upcoming title Journey and how he is trying to avoid using the right analogue stick for camera movement, and instead using the six-axis motion control. It seems like the biggest hurdle is getting people to accept the innovation. Ryan Clements from IGN writes:. Why cant it simply be designed that way? Wednesday, 22 June 2011.

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