MAIA'S PROFILE

My name is not Maia, but instead it is something that I was dubbed on Don Migel's old forum for the first game that I showed off to the public. My generic name was changed into Maia, and since then I have been Maia. I am a girl, I am old compared to some other people, in fact for the majority of RPG Makers, I am twice their age.

I was born in Russia, and moved to America when I was a teenager, but not as an exchange student. Back in Russia, I am a published author and I have written two dozen books. One dozen of which have been published.

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Understanding Fun Game Design ~ Case Study: Tetris

Pickup and playability is something to take note. So is a never ending game that gains challenge. Ease of controls. Gauntlet has these things too, but what makes them different. There is no sense of accomplishment with each passing of a Gauntlet level as when you make a Tetris. A Tetris can come at any time and you can see them coming so you get excited seeing one about to happen.

Then there is Klax, a puzzle game with falling blocks where your Klacker stacks blocks in certain colors in certain patterns. 3 across, 3 up, then the big Klax like 5 diaginal or even an X that is two crossings of 5 diaginal rows. But people don't care much for the game Klax. Maybe because it is too free form allowing you to stack multiple colors in multiple rows instead of just making complete block rows.

Maybe just having one goal in mind and not forcing people to think too much is part of the formula.

A Brief Guide to Good Dialogue (in video games)

I have used accents in my game dialog and I had comments like "bad grammar."
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