Into the Woods

Posted by on Jun 1, 2011 in Big Games, Game Design | No Comments

I just finished running Into the Woods in Bristol at igfest and it went really well. The game mixes street games and social games with a bit of theatricality to hopefully deliver a compelling experience. I envisioned the game as a series of linked fairy-tale games. I had playtested all of the elements of the ...

The iradescent fun mine

Things were awfully bright and glowing in the old fun mine this week.  I largely spent the week working on levels for our port of LEGO Fever to the iPhone from the PC. On Wednesday I realized I hadn’t actually done level design in over a year.  That’s kind of a strange realization when you ...

Live-action micro-transaction

Posted by on May 16, 2010 in Hardcore | No Comments

It’s real world microtransactions: Pennies for a chance to take a swing at a LARPer.

Checking in on the state of real-world games

Posted by on Apr 6, 2010 in Big Games, Casual, Game Design | No Comments

I recently wrote a piece for the casual game website Gamezebo about MyTown and Foursquare and the state of real-world game mechanics. Being there is playing there: Checking in on the emergence of location-based games Right now most of these games/services revolve around check-in mechanics. And I can totally see why, check-ins are the atomic ...

Slides from Casual Game Design webinar for the IGDA

Posted by on Apr 1, 2010 in Casual, Game Design, Presentations | No Comments

Casual Game Design: Designing Play for the Gamer in All of Us View more presentations from Greg Trefry. I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book Casual Game Design. I also gave a ...

Gigaputt on the iTunes Store

Posted by on Mar 24, 2010 in Casual, Gigantic Mechanic | No Comments

Gigaputt, our new golf game has been out for about a month now and has sold decently. We were featured by Apple for a week, which boosted our sales 10 times over. But as many app developers know, the iTunes Store is a giant haystack. It’s worse than finding a needle in a haystack. At ...

The casual gamification of the world as investment opportunity

Posted by on Jan 21, 2010 in Casual, Game Design | One Comment

Dean Takahashi had a good talk with a number of venture capitalists over at Venture Beat. The most interesting point I thought came from Tim Chang who had this to say: Gaming 3.0 is about leveraging game mechanics and models to re-invigorate other markets: humans are inherently geared towards addictive behaviors and biases that can ...

Big Games – Spring 2010

Posted by on Jan 20, 2010 in Big Games, Teaching | No Comments

Big Games New York University / Interactive Telecommunications Program – Spring 2010 Greg Trefry gtrefry at iamtheeconomy dot com 646-644-1995 Office Hours: Friday after class, 6-6:30 PM or by appointment Download Syllabus Class Description What happens to games when they escape the boundaries of our tabletops and desktops and TV screens and living rooms? From ...

Press now! Modern Warfare 2′s one button approach to terror

Posted by on Jan 13, 2010 in Game Design, Hardcore | No Comments

Matthew Kaplan provides a great wrap up of reactions around the game criticism blogosphere to the airport/terrorist level in Modern Warfare 2. I’m a little surprised at the number or writers voicing rather strong opinions on the level without yet playing it. Of course there’s been so much talk about this level and the position ...

Listen up game designers

Posted by on Jan 8, 2010 in Game Design | No Comments

Charles Pratt has been conducting a series of great podcasts with different game designers and academics under the name Another Castle. He’s interviewed everyone from Eric Zimmerman to Jesper Juul to Heather Chaplin. He even interviewed yours truly–giving me the chance to expound on the Come Out & Play Festival, my definition of “casual” games ...