News

DTW Games - Introduction

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. DTW Games

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Design

RPG Storytelling - The Unmet Potential

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. Crono

Defining the Art of Video Games

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. Citizen Kane of Video Games

Emphasis on Story in Horror Games

Where horror games have forever fallen short, story, and its importance to the horror. What we can learn from horror novels and horror films. Resident Evil Horror

What We Want From the Next Decade

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. Virtual Reality Future

Making Better Enemies

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. Joker Villain

Evolution in Entertainment

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. Superman and Pong Evolved

Backtracking and Non-Essential Areas

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. Metroid Backtracking

Alternate Endings

When are alternate endings essential, and when do they become just a gimmick, used to attract customers? How do we utilize them? Inception ending

Games as Art

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. Mona Lisa games

The Dynamic of Role-Play in Games

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. Guild Wars

Design in Games - Team Fortress 2

We take a look at the design of Team Fortress 2, the teamwork aspects, and how the game encourages working together without demanding it. Team Fortress 2 Medic

The Difficulty of Difficulty

How to please as many as possible with a challenge level that will please both the "hardcore" and "casual". Some designers have been cheating... Ninja Gaiden

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