Game Developer’s Radio: Exploring Design #07 Competitive gaming

Number of View: 2712

Hosts: Joseph Burchett, Devin Becker

Date Recorded: 11/05/2011

In this episode we discuss competitive gaming, digging deep into all the different design choices that can be made to make a game more competitive. The conversation kicks of with us talking about a few games that have become competitive, such as Star Craft, Street Fighter and so on. Hope you enjoy the show.

Show Notes:

Games
Starcraft
Street fighter
Mario Kart blue shell
Mario Party
Super Smash Brothers
Counterstrike
Pacman
Chess 2
Yomi
Halo
Battlefield
Call of Duty

People
Dave Sirlin
Mike Ross
Ryan Gutierrez
Muhammad Ali

Books
Playing to win
RPS strategy guide
Art of war

Articles
Asymmetrical design
RPS gambits
Virtual first down line
4 Bartle types
Boxing in-fighter and out-fighter
Camping

Different game modes
Gears of War Horde mode
Death Match
King of the Hill

Movies
Focus documentary
I got next documentary
King of Kong

Sports
Boxing
WWE
Competitive Cup Stacking

Peripherals

Arcade sticks
iCade

Competitions
Major League of Gaming
Evo
Gamestop tournaments

Other media to watch
Twitch TV
Street Fighter IV’: gootecks Teaches The Basics Of Balrog
CrossCounter.tv

 

Opening/Closing Music: Lounging on no Sleep by M Kellen M (BinaryGuy)

Play

  • http://blog.zorts.net Jeremy Springfield

    Competitive Play as an engine for sustainable growth…  In Magic: The Gathering.

    http://blog.betable.com/game-monetization-lessons-from-magic-the-gath

    I see M:tg as the archetype example of competitive play driving game design.  Are there individual mechancs computer game designer can pick up to implement in their games?  Maybe…  But M;TG gets it’s hooks into a player a little bit more then Starcraft because the competitive play better compliments the game itself.  For example you cannot win more Starcraft by playing Starcraft competitively.  Blizzard or whomever is running the tournament has to provide cash at their own expense for retail values.  Game stores can reward players with mini lotteries (packs) at wholesale prices.

  • http://blog.zorts.net Jeremy Springfield

    Speaking of Rock Paper Scissors;  That reminded me of White Wolfs, Minds Eye Theater’s use of Rock Paper Scissors as a LRP mechanic.  They add The Bomb, and some additional layers of complexity to create game resolution with no table and no dice (and no combat).  A good example for game designers.  Tap City’s new challenge mechanics are going to be based on RPS.

  • http://w11.zetaboards.com/GigimoiGames/site/ Gigimoi

    You can shoot turtle shells backwoards in mario :P