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Andy Gainey's Blog

 

Independent game designer, professional software engineer, amateur philosopher, hobbyist drummer.

Education:  B.S. in Computer Science; B.A. in Philosophy

Interests cover all aspects of game development, but with a focus on game design and programming.

 

Andy Gainey's Comments

Comment In: [News - 06/30/2014 - 04:12]

For clarification, it was this ...

For clarification, it was this line that led me to the above reading: r n r n The subscription will apply to all entitlements one time purchases in the Marketplace under 30. Consumables in-game, multiple purchasable items will NOT be included. r n r nThat sounds like it is talking ...

Comment In: [Blog - 02/24/2014 - 12:10]

Yup, I agree that it ...

Yup, I agree that it 's useless, harmful even, to label games and gamers as hardcore or casual. But I still find some value in the distinction, similar to how I find value in the classifications from the Bartle test of gamer psychology. r n r nAs a game designer, ...

Comment In: [Blog - 01/28/2014 - 08:59]

Same boat. I 'd say ...

Same boat. I 'd say your social recommendations are spot on, and I 've been attending a game dev meetup, a young entrepreneurs meetup, and getting together with friends on a regular basis to try to maintain the benefits of good social interaction. r n r nOn the non-social side ...

Comment In: [Blog - 01/05/2014 - 04:21]

The difference between intrinsic and ...

The difference between intrinsic and extrinsic rewards reminded me of post-purchase rationalization: Paying for something biases people toward feeling justified in the purchase surely there must have been a reason for paying r n r nWhen the reason is obvious, as with extrinsic rewards, especially financial compensation, then the mind ...

Comment In: [Blog - 12/08/2013 - 11:25]

When we loose the flow, ...

When we loose the flow, we switch to another activity. r n r nThis sentence turned out to be curiously self-referential for me, validating its truth in the process: As soon as I saw the misuse of the word loose , I lost the flow and switched to another activity ...

Comment In: [Blog - 12/04/2013 - 01:24]

Indeed. To extend the wall ...

Indeed. To extend the wall of pain metaphor, dumbing a game down is simply like making a shorter wall. Why don 't we strive for stairs instead Each individual step is easily manageable, but the ultimate heights i.e., gameplay depth and player skill are significant. r n r nEven better, ...