Character-Driven Game Design & Lies and Seductions

Lies and Seductions The game can be downloaded for free at http://www.liesandseductions.com or get with the Character-Driven Game Design. OSX and Windows versions available. Works also in Linux via Wine. Lies and Seductions is a single player game about seduction, lies, and betrayal. Are you able to guide Abby to seduce a rock star, Chris,Continue reading “Character-Driven Game Design & Lies and Seductions”

Fear and Disgust

I have proposed, following Power and Dalgleish (1997), that emotional reactions to monsters in horror games are disgust-based, not purely fear-based in Goals, Affects, and Empathy in Computer Games (Lankoski, 2007) and in Hear-Raising Entertainment (Ekman, Lankoski, 2009). Power and Dalgleish (1997) argue that emotional reactions to snakes and spiders relate to disgust, not toContinue reading “Fear and Disgust”

A Study Links Personality Traits and Violent Video Game Effects

A study by Markey and Markey (2010) indicates that persons with high neuroticism, low agreeableness, and low conscientiousness personality traits are more likely be influences violent video games. Interestingly, in conclusions, they write: Although the incidences of violence, particularly school violence, linked to video games are alarming, what should perhaps surprise us more is thatContinue reading “A Study Links Personality Traits and Violent Video Game Effects”

Character Related Gameplay Design Patterns

Staffan Björk is building version 2.0 for game design patterns (http://www.ninja.sics.se/gdp2/). Staffan is also updating and adding patterns from my Character-Driven Game Design. I am looking forward to seeing how the patterns will change after Staffan’s update. Petri Lankoski likes Character-Driven Game Design Create your Like Badge

Lectio Praecursoria 12.5.2010

Introductory speech at my defense: Honoured Custos, honoured opponent, ladies and gentlemen. My research is about designing single player character-based computer games. With character-based games, I mean games such as Thief II: The Metal Age, Fahrenheit, Ico, and Half-Life. From the design point of view the player character, the character controlled by a player, isContinue reading “Lectio Praecursoria 12.5.2010”

Public Examination of my Doctoral Thesis at May 12

Academic dissertation to be presented for public examination with the permission of the Research Board of the Aalto University School of Art and Design Helsinki, in Sampo auditorium (Media Centre LUME), Hämeentie 135 C on May 12th, 2010, at 12 noon. MA Petri Lankoski “Character-Driven Game Design: A Design Approach and Its Foundations in CharacterContinue reading “Public Examination of my Doctoral Thesis at May 12”

Character-Driven Game Design is Out

| Buy the book | Free PDF | Updated 14.5.2010: Added download link. Back cover says: In the Character-Driven Game Design, Petri Lankoski presents a theory that illuminates how game characters contribute to shaping the playing experience. Based on this theory he provides design tools for character-based games which utilize methods and theories derived fromContinue reading “Character-Driven Game Design is Out”

Reward Systems in Univesities

Now as my university is building a reward system, I need to voice my concerns on reward systems. First, how do you judge what is good research? One might not be able to comprehend the value of research beforehand. As an example, could anyone at George Boole’s time predict the importance of his work onContinue reading “Reward Systems in Univesities”