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Friday, May 30, 2008

Execution - An Experiment in Game Consequences

Indie game experiment that explores creating definite consequences in a game
Posted by Kirk Battle at 9:36 AM No comments:

Wednesday, May 28, 2008

Ninja Gaiden: Dragon Sword

The challenge of making a casual fighting game.
Posted by Kirk Battle at 5:30 AM No comments:

Tuesday, May 27, 2008

Zarathustran Analytics in Video Games, Part 8: The Factions of Gaming

Gaming Factions and their respective philosophies
Posted by Kirk Battle at 5:17 AM No comments:

Tuesday, May 20, 2008

Zarathustran Analytics in Video Games, Part 7: Application of Forms

Applying the method and gauging games by their sum parts rather than individual aspects.
Posted by Kirk Battle at 5:14 AM 2 comments:

Thursday, May 15, 2008

Zarathustran Analytics in Video Games, Part 6: Accomodating Nonconformity

Games that are missing either game design or plot. My 'serious game critic pants' are starting to itch.
Posted by Kirk Battle at 9:17 PM No comments:

Wednesday, May 7, 2008

The Art of Video Game Writing

The trials and tribulations of getting a great plot into a video game and how to recognize it
Posted by Kirk Battle at 5:44 AM No comments:

Tuesday, May 6, 2008

Zarathustran Analytics in Video Games, Part 5: The Four Forms

Erm, a 4 form classification method for games that identifies them by what controls the experience.
Posted by Kirk Battle at 6:40 AM No comments:

Monday, May 5, 2008

Naruto: Ninja Destiny

Scraping the Barrel to Find Anything To Say About Naruto
Posted by Kirk Battle at 5:33 AM No comments:
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      • Execution - An Experiment in Game Consequences
      • Ninja Gaiden: Dragon Sword
      • Zarathustran Analytics in Video Games, Part 8: The...
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About Me

Kirk Battle
I'm a lawyer from South Carolina with the Battle Law Firm.
View my complete profile