Demons, Angels and the In-between, Part 3

After a much too long break since the previous installation (and the one before that, in case you are new to this series) – covering both the good and the evil end of the Diablo universe – we have come to realize that while this covers a lot of things, there are still tons of things in-between those two extremes that has yet to be explained. That rings especially true in regards to the Black Soulstone and what will become of the remaining angels. However, what is missing might actually end up being able to make everything come together. After all, there can be no good without evil.

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Data: The Gathering

No cards or magic included, sorry.

Jokes aside, this week of course-related blogging does not have a designated goal, which means that I am completely free to write anything I want – related to the course, naturally. The time has also come to start gathering information about my “muse” (that is the fancy name we have for the person we are designing a game for, as the main product of the course), so that the real work can start. As such, for the topic of this week’s post I will cover my choice of method(s) of data gathering.

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Lost in the Void: A Paper Prototype

For this week, the theme is paper prototypes, and as a bonus exercise we had to construct a playable one for a 5 minute digital game we had envisioned ourselves. Our “design buddy” would then give feedback on the game, resulting in refinement of the game. And, naturally, to get something to write about:

Write a blog entry (200-500 words) about the process of creation, testing and refinement, about paper prototyping in general and how the prototyping process works for you.

With that in mind, along with a bit of inspiration from the mystical sphere from the Doctor Who (2005) season 2 finale, the paper prototype of “Lost in the Void” was born.

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Participating in Design

This week’s post for “User Experience and Prototyping” comes down to Participatory Design. Without further notice, the question is as follows:

Participatory Design (PD) is rooted in a real concern people have that technology and design will overshadow them. They basically want to have a say in how they conduct their lives and how design choices will affect them. But an argument could be made that games are – in a sense – voluntary. People don’t have to play them, at least not in the same mandatory way they have to deal with design choices made in their workplace environment. Thus, the design of games may not need to have the kind of political overtones that PD automatically gives off.

But is this true? Agree or Disagree? Is this more or less applicable for some types of games than others? Discuss.

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Game Jams and the User-centric Approach

For one of the courses I am currently taking (called “User Experience and Prototyping”), one of our goals is to write a relatively small blog post every week. As such, I found it fitting to post these here and give them a unique category (ueap2012), so that it was easy to view them as a unity, while still having them publicly out here.

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Demons, Angels and the In-between, Part 2

Just to refresh, the previous part in this installment covered sealing up what had directly happened during Diablo III, with a primary focus on demons, the Black Soulstone and Adria. This time around, I will turn the focus on the other end of the scale: The Angels, specifically those in the Angiris Council. Helping me is everyone’s favorite prophecy: “The End of Days”. But we averted that one by defeating Diablo, did we not? We did finally kill him, did we not? The Angels are happy about it, right? Did the prophecy really get averted, or has it only just started?

With that, let us take a look at the Angels, and try to figure out their role in the future of the franchise. Suffice to say, there’s plenty of things open for discussion and theorizing. And, as always, there are spoilers in the post – so if you have not played through the game (nor read the previous post), go and do those things first.

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Demons, Angels and the In-between, Part 1

Diablo III. That this post should be about that game, should be of no surprise to anyone. Frankly, I have already postponed it for way too long, but I figured that now – a few months after the game’s release – would be a good time to sit down and plot (pun intended) in some theories. Obviously, I do have “quite a few” (read: a lot), some more obvious than others, and some that I am still a bit doubtful about. That is the fun thing about theorizing though – you come to conclusions of your ideas as your write them, or at the very least to a point that makes enough sense. In either case – contrary to what most people might think – there’s still plenty of material that can be shaped into a proper conclusion to the franchise. So, let us have a look at where we stand after the initial story-line of the game ended…

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The Art of a Kill-Shot

Most people know that I play World of Warcraft, without a doubt. A bit fewer people know that I also write most of the frontpage stuff for my guild’s website, whenever a noticeable event happens. Sometimes, I even cross-post them here, because the contents are… well, obviously something that I’m proud of. This is no different – and because of that, I will post Not One, But Two of them. Oh, and this time it’s actual pictures, too!

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