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This is where you will find any articles that can be a good read for any modder even though they might not be Dungeon Siege specific.

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Adapting the Tools of Drama to Interactive Storytelling
A rising concern is, "How do we graft a story to our action game?" Story means linear...right? The whole idea of a story is opposed to the idea of interactivity...right? The basic concern is "How do we make an effective interactive story?" So what does effective mean in terms of interactive storytelling? There are two basic ingredients. These are intuitive interface design and compelling stories. In this article, I will address one of the two ingredients, the development of compelling interactive storytelling.
Bad Game Designer, No Twinkie!
Lately I have been playing a number of old games, and I've noticed something interesting in comparison with today's games. The technology has changed enormously, of course. But some of the design mistakes we made in the past are still being made in modern games. The same irritating misfeatures and poorly-designed puzzles that appeared in games as early as fifteen or twenty years ago are still around...
Bad Game Designer, No Twinkie! II
Just two years ago I wrote a column called "Bad Game Designer, No Twinkie!" filled with what I saw as design flaws - things that annoyed me about computer games. It elicited a fair amount of E-mail, most of it saying "Yeah! Me, too!" but some of it pointing out that I was occasionally being unfair. In any case, it was clearly a popular (and potentially controversial) topic, and so I started keeping a list of additional things that annoy me...
Bad Game Designer, No Twinkie! III
Well, it has been close to two years since the last "Bad Game Designer, No Twinkie!" column, so I think it's time for another one. I keep a collection of computer game misfeatures, design errors, and personal annoyances as I play, and it's now long enough to publish. Some of these are level-design errors or even programming weaknesses, but they're all things that a game designer has at least some influence on...
Beginning Level Design Part 2: Rules to Design By and Parting Advice
This article is the second of a two-part series that covers theories behind level design and suggests a set of design rules. The intention is to aid gamers who want to design levels for pleasure or pursue a career in level design.
Beginning Level Design, Part 1: Level Design Theory
This article is the first of a two-part series covering theories behind level design, establishing some rules for level creation. The intention is to aid those new to the field who want to design levels for pleasure or pursue a career in level design.
Behavioral Game Design
Every computer game is designed around the same central element: the player. While the hardware and software for games may change, the psychology underlying how players learn and react to the game is a constant. The study of the mind has actually come up with quite a few findings that can inform game design, but most of these have been published in scientific journals and other esoteric formats inaccessible to designers...
Building Character
As games evolve into an increasingly complex and sophisticated medium, game characters are also experiencing a considerable metamorphosis. Just a few years ago, a game character had to be simple enough so that it could be represented clearly under very severe artistic limitations. Essentially, game characters were just icons, amorphous blobs, or tiny men rendered from a handful of pixels. But steady technological progress has slowly opened up possibilities for more believable and realistic characters. The question now is, how does a game developer leverage all of these additional technical resources to create more compelling characters?
Design Doc Template by Chris Taylor
A template from the founder of Gas Powered Games and creator of Total Annihilation.
Designing Games for Novice Gamers
Modern games regularly turn off novice gamers. The games' complexity, strange settings, and excessive graphic violence don't appeal to most people. Does this mean that you can't make games with broad appeal outside the traditional gamer market? I hope not. In this article, I'll set forth some guidelines for making games for novice gamers.
Do's and Don't's for Better Plots
Are you racking your brain, trying to think of that perfect plot that will make your game unforgettable? This article will give you some pointers of what makes up a good plot, and how to get ideas.
Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry
For the past 15 years I have worked as a designer for many theme park, computer gaming, and software companies. In every project I undertake, I am faced with the same challenge, "How do I draw my audience into my imagined world and make them want to stay?"
Modeling in 3dsMax 4.0
Figure out what you want to model. Find reference pictures, concept art, anything that can help you to visualise in your head every possible details you might want to model. Once you acheive this, everything else is just technical stuff. Me, I'm going to model a Samurai warrior.

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