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| Project Horseshoe Reports | |
| 2012 | ENTIRE PROJECT HORSESHOE 2012 REPORT |
| Training for the Game Design Olympics | |
| A discussion of the skills involved in game design, a description of exercises that can cultivate and improve these skills, and a list of design "rules of thumb" | |
| Toward a More Civilized Teabagging | |
| A description of principles and best practices which enable designers to create game systems that better facilitate and incent civil play. | |
| Opening the Kimono | |
| An exploration of the design aspects that satisfy the different needs of male and female gamers in a romantic fantasy game environment | |
| Divine Design | |
| A deconstruction of the functional mechanics at play in successful religions and a look at how games may or may not utilize similar approaches to improve user acquisition, reach, and player retention | |
| Crux | |
| An approach to designing games that deal with sensitive topics in a way that both respects and edifies players, regardless of political or ideological leanings | |
| Design Feedback Loops for Successful Independent Productions | |
| A presentation of an independent game production model and a summary of the comments on this model from select members of the Project Horseshoe community | |
| Game Jam 2012 | |
| The presentation of five new games, designed or advanced at Horseshoe, addressing specific attributes that this workgroup felt were underserved in the market relative to the enjoyment potential, and a list of prototyping "pro-tips" | |
| 2011 | ENTIRE PROJECT HORSESHOE 2011 REPORT |
| Practical Psychological Manifesto | |
| A manifesto to instill fear and lust in academic and game industry leadership, motivating them to push for collaboration | |
| How to Reinvent a Genre | |
| Defining a process by which game designers can bring about radical reinvention of new genres and providing the tools necessary to reduce the risk of genre innovation | |
| Topics, Tactics and Tools for Building Authentic Long-term Engagement Mechanisms | |
| An exploration of engagement mechanisms with an eye toward offering game makers new possibilities in meta-structural mechanisms which might change the current landscape and help us migrate toward more authentically integrated long term play experiences | |
| Emotions Through Rules And Systems | |
| Exploring the problem space represented by the extreme use of physical mechanics, absent story context, to convey emotion to the audience | |
| Location-Based Games | |
| Presents a working understanding of the variety of considerations for the design and development of location-based games by industry professionals, with the goal of helping this field of development become commercially successful via a "killer app" | |
| 2010 | ENTIRE PROJECT HORSESHOE 2010 REPORT |
| Using Games as a Delivery Vehicle for Political and Cultural Messages | |
| Guiding principles, tools, and techniques for successfully delivering political and cultural messages in games | |
| Making Online Multiplayer a Better Place | |
| Methodologies to greatly reduce player loss due to the intimidation and frustration faced by newcomers in a competitive online multiplayer game | |
| In Search of Better Narrative in Games | |
| An exploration of game narrative, including discussion of types, techniques, and player reception | |
| Designing Games for Many Colocated Players | |
| A discussion of game design for many players gathered in a single place, with examples | |
| The Renaissance of Game Designers | |
| A discussion of game design as a profession | |
| 2009 | ENTIRE PROJECT HORSESHOE 2009 REPORT |
| Choosing Between Right and Right: Creating Meaningful Ethical Dilemmas in Games | |
| Providing a framework for understanding and implementing ethical dilemmas in games. | |
| How to make Social Games Better | |
| A discussion of the current state and future possibilities in the social games arena. | |
| Free Your Inner Suit: A Capitalist's Guide to Survival in 21st Century Game | |
| An examination of community as product in the games industry. | |
| 2008 | ENTIRE PROJECT HORSESHOE 2008 REPORT |
| Concept Sketches for Game Design: Best Practices for Prototyping within the Game Industry | |
| Explores the process and benefits of using a prototyping process throughout development, as it relates to everyone who has a stake in the game's success. | |
| Multiplayer Game Atoms | |
Addresses the following questions: Can game grammar be extended to the rich universe of multiplayer games? Are skill atoms a pragmatic tool for working designers? |
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| Game Designer as Artist | |
| Discusses the transformation of game design into an art form, including problems and solutions involved in that transformation. | |
| Please, Let Me Play the Game I Bought | |
| A discussion of players' inability to experience all of the product they have paid for due to their own deficiencies in either skill, time or ability. | |
| The Gaming Date | |
| An examination of video gaming's general exclusion from the culture of courtship and dating, including the issues that prevent this and how they can be addressed. | |
| Dramatic Choices | |
| A discussion of how a sandbox virtual world system for story construction with semiautonomous avatars might be enhanced to cater for dramatic choices. | |
| Game Designer's Bookshelf | |
| Proposes the creation of a website which lists, categorizes, reviews and provides basic publishing information on resources for game designers. | |
| Project Unity | |
| Proposes the creation of an online social site to address real world humanitarian needs. | |
| 2007 | ENTIRE PROJECT HORSESHOE 2007 REPORT |
| FabulaRasa: Story in Games | |
| Looks at ways to mediate meaningful experiences that lead to a player’s story. | |
| Games that Encompass a Diverse and Unusual Range of Emotions | |
| An examination of emotions not typically used in modern game designs and examples of game ideas for these emotions. | |
| Interactive Natural Language Artistic Experiences | |
| Presents two case studies of games that use interactive natural language artistic experiences. | |
| Professionalizing Game Design | |
| Looks at how we can define the designer’s role, standardize the expectations and necessary skill sets, and provide a framework for developing future designers to a professional standard. | |
| 2006 | ENTIRE PROJECT HORSESHOE 2006 REPORT |
| Online People's Revolutionary Army of Horseshoe | |
| Addresses the current deficiencies in online game design, technology, business models, social management and customer service. | |
| Building Innovative Games That Sell | |
| A discussion of business practices that prohibit innovative game designs and a study of methodologies to support financially responsible design creativity & experimentation. | |
| The Legitimacy of Games | |
| An examination of the legitimacy of games as a form of art and creative expression. | |
| The Creation of Radically New Game Experiences | |
| Presents new game design approaches in an effort to bring experiences generated by games much further then they have gone to date. | |
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