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The Designer's Notebook
Published Columns

E-mail: ewadams@designersnotebook.com

Phone: +44-7780-660753

Facebook: Ernest W. Adams

Twitter: @ErnestWAdams

G+: Ernest Adams

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The Designer's Notebook is a (mostly) regular column I write for the Gamasutra developers' webzine, run by the same people who produce the incomparable Game Developers' Conference. Below is an index to all my columns to date, in chronological order. To read an article where it was first published, click on the little iconto the left of the title. If the title itself is in blue, it links to a local copy here on my web site.

For my online articles that didn't appear under the Designer's Notebook name, click here.

Designer's Notebook Columns

November 28, 1997

 

Dr. Livingstone, I Presume?

December 5, 1997

 

Why "On-Line Community" is an Oxymoron, or, Flatfoots on the Infobeat!

January 16, 1998

 

Not Just Another Scary Face

February 13, 1998

 

Games for Girls? Eeeeewwww!

 

 

[ Farsi (Persian) (PDF) ]

March 13, 1998

 

Bad Game Designer, No Twinkie!

 

 

[ Français ] [ Português ]

April 24, 1998

 

Implementing God in the On-Line World

May 22, 1998

 

Gulliver and Game Design

June 19, 1998

 

Cartographic Cartwheels

July 17, 1998

 

In Memoriam: Danielle Berry

August 14, 1998

 

The Virtual Reality Gorilla-Rhino Test

October 16, 1998

 

A Symmetry Lesson

 

 

[ Français ]

November 20, 1998

 

Creating Opponents For Wargames

December 11, 1998

 

How to Get Started in the Game Industry, Part 1

December 18, 1998

 

How to Get Started in the Game Industry, Part 2

January 15, 1999

 

Interstate'76 and the Principle of Harmony

February 12, 1999

 

How to Be Weird

March 12, 1999

 

Let's Put the Magic Back in Magic

 

 

[ Français ]

April 9, 1999

 

Shut Up And Design!

 

 

[ Français ]

May 28, 1999

 

The Slippery Slope of Advertising

June 18, 1999

 

Tolkien, Beethoven, Vision

 

 

[ Français ]

July 16, 1999

 

Simplification

 

 

[ Français ]

August 20, 1999

 

Reflections on the Colorado School Massacre

September 24, 1999

 

Designing and Developing Sports Games

October 22, 1999

 

I Can't Keep Up!

November 9, 1999

 

It's Time to Bring Back Adventure Games

 

 

[ Français ]

December 29, 1999

 

Three Problems for Interactive Storytellers

 

 

[ Français ]

January 26, 2000

 

Letter from a Dungeon

February 29, 2000

 

Some Thoughts on Archaic Language

March 31, 2000

 

Bad Game Designer, No Twinkie! II

 

 

[ Français ]

May 19, 2000

 

Death (and Planescape: Torment)

 

 

[ Français ]

July 6, 2000

 

Breaking the Rules

 

 

[ Français ]

August 1, 2000

 

Casual versus Core

September 15, 2000

 

Sex in Computer Games, part 1: Seduction

October 5, 2000

 

Sex in Computer Games, part 2: Explicit Sex

November 21, 2000

 

Sex in Computer Games, part 3: Dramatic Signficance

December 22, 2000

 

Designing Need-Based AI for Virtual Gorillas

February 2, 2001

 

Dogma 2001: A Challenge to Game Designers

April 9, 2001

 

Brian Moriarty on Text RPGs and Skotos Tech

May 21, 2001

 

Replayability, part 1: Narrative

July 3, 2001

 

Replayability, part 2: Game Mechanics

August 8, 2001

 

My "Next" Games: Families, Psychology, and Murder

October 19, 2001

 

The Day the "Fun" Became Real

January 7, 2002

 

Balancing Games with Positive Feedback

 

 

[ Français ]

February 8, 2002

 

Bad Game Designer, No Twinkie! III

 

 

[ Français ]

May 31, 2002

 

Technology Inspires Creativity: Indie Game Jam Inverts Dogma 2001!

July 27, 2002

 

Stop Calling Games "Addictive"!

October 9, 2002

 

The Role of Architecture in Videogames

November 8, 2002

 

The Designer's Notebook Turns Five: A Look Back

January 27, 2003

 

What Kind of Designer Are You?

April 1, 2003

 

More Sex(es) in Computer Games

April 30, 2003

 

Defining the Physical Dimension of a Game Setting

May 23, 2003

 

Bad Game Designer, No Twinkie! IV

 

 

[ Français ]

July 2, 2003

 

In the Beginning Was the Word

August 6, 2003

 

Tuning Puzzle Games for Non-Puzzle Gamers

August 27, 2003

 

Not Just Rappers and Athletes: Minorities in Video Games

October 22, 2003

 

Hardware Designers: Talk to Us!

December 2, 2003

 

Inside a Game Design Company

January 16, 2004

 

What Evil Lurks in the Hearts of NPCs?

February 20, 2004

 

Random Thoughts on Mobile Games

April 2, 2004

 

The Best of the Game Design Workshops

May 10, 2004

 

Designing with Gameplay Modes and Flowboards

June 11, 2004

 

Bad Game Designer, No Twinkie! V

 

 

[ Français ]

July 9, 2004

 

Postmodernism and the Three Types of Immersion

August 6, 2004

 

Kicking Butt by the Numbers: Lanchester's Laws

September 15, 2004

 

A Perfect Short Game

October 18, 2004

 

The Perils of Bottom-Up Game Design

November 15, 2004

 

Dramatic Novelty in Games and Stories

December 22, 2004

 

How Many Endings Does a Game Need?

January 26, 2005

 

Educational Games Don't Have to Stink!

February 23, 2005

 

What's On the Designer's Bookshelf?

April 1, 2005

 

The Act - Emotion Control With Single-Knob Gameplay

April 29, 2005

 

A Few Remarks on Creative Play

June 3, 2005

 

Bad Game Designer, No Twinkie! VI

June 28, 2005

 

A Letter from the Cockpit

July 28, 2005

 

You Must Play Façade, Now!

August 26, 2005

 

The Bill of Players' Rights

October 3, 2005

 

The Unique Design Challenge of Pinball Simulations

November 28, 2005

 

The End of Copyright

 

 

[ Chinese (PDF) ]

January 30, 2006

 

Multi-Level Gameplay

March 2, 2006

 

Strange Agents are Profiling Our Games!

April 21, 2006

 

Cheer Up! Video Games are in Great Shape

June 1, 2006

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Introducing Ken Perlin's Law

July 10, 2006

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Bad Game Designer, No Twinkie! VII

 

 

[ Français ]

August 7, 2006

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Where's Our Merchant Ivory?

September 29, 2006

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Revenge of the Highbrow Games

November 1, 2006

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Employees Leaving? Deal With It!

December 22, 2006

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PS3 vs. Wii -- The Designer's Perspective

 

 

[ Farsi (Persian) (PDF) ]

January 31, 2007

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Asymmetric Peacefare

May 1, 2007

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Why Action Games Suck (And What to Do About It)

June 6, 2007

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Is It Time To Dump EA?

July 17, 2007

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Why Design Documents Matter

 

 

[ Français ] [ Polski ]

September 4, 2007

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Bad Game Designer, No Twinkie! VIII

November 26, 2007

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Ten Years of Great Games

March 5, 2008

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Damn All Gameplay Patents!

May 14, 2008

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Difficulty Modes and Dynamic Difficulty Adjustment

August 19, 2008

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The Tao of Game Design

October 9, 2008

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Bad Game Designer, No Twinkie! IX

November 25, 2008

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The Moral Panic Isn't Over Yet

January 27, 2009

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Numbers, Emotions, and Behavior

April 14, 2009

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The Genre That Would Not Die!

July 9, 2009

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Sorting Out the Genre Muddle

September 29, 2009

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How to Write Sports Commentary

December 7, 2009

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Bad Game Designer, No Twinkie! X

April 8, 2010

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Selling Hate and Humiliation

May 12, 2010

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Preventing the Downward Spiral

August 25, 2010

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Sandbox Storytelling

October 28, 2010

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Don't March, Dance!

December 2, 2010

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Bad Game Designer, No Twinkie! XI

April 13, 2011

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Introducing The Blitz Online

June 14, 2011

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Eight Ways to Make a Bad Tutorial

 

 

[ Français ]

October 25, 2011

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Passion versus Professionalism

December 26, 2011

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Bad Game Designer, No Twinkie! XII

February 28, 2012

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How Should We Judge a Game Jam?

June 5, 2012

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Triple-A Games for Women? Seriously?

July 26, 2012

 

A Call to Arms for Decent Men

August 16, 2012

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Machinations, A New Way to Design Game Mechanics

December 21, 2012

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Bad Game Designer, No Twinkie! XIII

April 8, 2013

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Three Problems for Interactive Storytellers, Resolved

August 23, 2013

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We Don't Need the Haters (And I Can Prove It)

December 21, 2013

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Bad Game Designer, No Twinkie! XIV

 

 

 

 

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