
| A summary of what DTW Games is, and what we plan to do in the future. So game designers, aspiring game designers, and gamers, this is the place to be. |
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| This is where I give the user a brief description of this news article - a summary, if you will. I really try to pull the reader in, and he should be dying to read once he finishes and decides to click on the box. Score! |
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| RPGs have been telling the same generic story for years. The things we can do with RPGs that developers are ignoring, and the good it can do for the industry. |
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| What about games makes them art? It isn't their graphics, sound, or story. And why is it important that games are widely considered art? This answer to this question will define the future of gaming. |
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| Where horror games have forever fallen short, story, and its importance to the horror. What we can learn from horror novels and horror films. |
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| What we are looking for in the next decade of video games, things that will grow the industry and expand what they can do, what we ever though was possible. |
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| How to design your enemies to give your player the most satisfaction as possible, and the stories we can tell and the things we can do with more interesting enemies. |
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| The brief histories of the comic book and video game industries, and the parallels between them that allow us to predict where video games are going. |
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| A look at the amount of content in games - the rewards of adding extra, non-essential content, and the punnishments of forcing backtracking through old areas. |
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| When are alternate endings essential, and when do they become just a gimmick, used to attract customers? How do we utilize them? |
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| We take on the heated debate as to whether or not games can be art in an educated argument, disproving both claims of support and disproval in our answer. |
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| How role-playing is more important than people give credit, as shown especially by the shift from adventure to action. The importance of focus on dynamics. |
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| We take a look at the design of Team Fortress 2, the teamwork aspects, and how the game encourages working together without demanding it. |
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| How to please as many as possible with a challenge level that will please both the "hardcore" and "casual". Some designers have been cheating... |
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