Publications List
Noah Falstein has contributed chapters to many game industry books, and wrote 60+ design columns for Game Developer Magazine from 2002-2008. A fully up to date list will appear here soon.
Publications through April 2006
Articles and Proceedings
GDC Proceedings (published proceedings of Game Developer Conference through CMP)
(Some other contributions appear on the www.theinspiracy.com website listed below)
Mar 1997 Collaborating in Game Design (authored with David Fox)
Mar 1999 A Grand Unified Game Theory
Mar 2000 Game Design Fundamentals
Mar 2001 Analyzing Games Tutorial
Siggraph Journal (Subsequently published on the Siggraph and The Inspiracy web sites)
Mar 1998 Portrait of the Artists in a Young Industry
Interactivity Magazine
Apr 1998 Implements of Construction
Game Business Magazine
Oct 1998 The Changing Freelance Interactive Workforce
Jan 1999 Design Apprenticeship
Game Developer Magazine
Apr 2000 Soapbox: A Tale of Two GDCs
Better by Design Columns: (Regular design columnist for this trade publication)
Mar 2002 The 400 Project
Apr 2002 The 400 Project Continued: Parallel Challenges
May 2002 The 400 Project Continued: Suspending Disbelief
Jun 2002 Game Design Rules at This Year’s GDC
Jul 2002 Turn-offs
Aug 2002 Asymmetrical Distribution
Sep 2002 The Story So Far
Oct 2002 Begin at the Middle
Nov 2002 The Godfather Paradox
Dec 2002 Fun for the Player
Jan 2003 AI Without Pain
Feb 2003 Good Points Don’t Go Down
Mar 2003 Evolving the 400
Apr 2003 Beyond “Save the World”
May 2003 Simplicity
Jun 2003 The Hobgoblin of Little Minds
Jul 2003 Two for the Design Process
Aug 2003 A Tale of Two MMOGs
Sep 2003 Trumping Consistency
Oct 2003 Essential Game Grammar
Nov 2003 Tapas-Down Design
Dec 2003 Eat Your Vegetables
Jan 2004 Food for Thought
Feb 2004 To Globalize or to Localize…
Mar 2004 Beyond Entertainment
Apr 2004 Have Cell Phone, Will Play
Starting in May 2004 the column name changed from “Better by Design” to “Game Shui”
May 2004 The Flow Channel
Jun-Jul2004 Serious Fun
Aug 2004 Lights, Camera, Action!
Sep 2004 Brainstorming
Oct 2004 Recursive Fleas
Nov 2004 Paradigm Shifts
Dec 2004 A Matter of Life or Death
Jan 2005 What Trumps Fun?
Feb 2005 Question Your Assumptions
Mar 2005 In the Beginning
Apr 2005 Sleeping Dogs Do It
May 2005 The Wright Stuff
Jun-Jul2005 Familiar Yet Different
Aug 2005 The Right to Bare Arms
Sep 2005 Don’t Cell Out
Oct 2005 Stealth Education
Nov 2005 Negative Feedback
Dec 2005 Rules of Interest
Jan 2006 Schafer on Creativity
Feb 2006 When the Hunter Becomes the Hunted
Mar 2006 The Judo Rule
Apr 2006 Emergent Complexity
May 2006 112 Down, 288 to Go
www.theinspiracy.com website
Most previously appeared in CGDA Newsletter, some are from Game Developers’ Conference talks. These first appeared on this site on various dates from 1997-2003:
The Five Stages of Writing for Interactive
Game Designer’s Hollywood Survival Guide
Silicon Hollywood: A Status Report
Interactive Directing
A Point of View
Interactive Show, Don’t Tell
The Geeker Sex
Fifty Ways to Not Get a Game Published
www.gamasutra.com Website
Oct 2005 Natural Funativity
Book Chapters
“Before You Go Freelance”, Game Developer’s Market Guide, Bob Bates ed., pp. 49-62 (Premier Press, 2003)
“Understanding Fun – The Theory of Natural Funativity”, Introduction to Game Development, Steve Rabin ed., pp. 71-98 (Charles River Media, 2005)
“Natural Funativity”, Developing Interactive Narrative Content, Brunhild Bushoff, ed. pp. 65-82 (Sagasnet_Reader, 2005)
"Advance Wars", Well Played 1.0, Drew Davidson, ed. (ETC Press, 2009)