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February 19, 2017
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Ben Taber's Blog


Member Blogs

Posted by Ben Taber on Tue, 10 Nov 2015 04:03:00 EST in Design, Console/PC
Many ways of integrating dialogue into RPG-style progression systems undermine their narrative intent: Choices are made based on systemic rewards rather than actual role-playing.

Posted by Ben Taber on Mon, 11 Mar 2013 01:39:00 EDT in Design
What do characters actually mean in a game world?

Posted by Ben Taber on Mon, 25 Feb 2013 11:44:00 EST in Design
How much are you telling your players about the principles of your design? How much of what you're telling them is misleading?

Posted by Ben Taber on Mon, 18 Feb 2013 09:56:00 EST in Design
What is the role of game balance in enabling a player expression?

Posted by Ben Taber on Mon, 21 Jan 2013 01:35:00 EST in Design
How special input requirements can make us complicit in the stories designers want to tell

Posted by Ben Taber on Sun, 13 Jan 2013 09:36:00 EST in Design
Our capabilities and our disabilities color our view of the world in ways we seldom realize.

Ben Taber's Comments

Comment In: [News - 09/05/2013 - 01:32]

Well, there was also ninja ...

Well, there was also ninja girl, but she 's pretty secondary and likely non-existent so yeah.

Comment In: [Blog - 03/11/2013 - 01:39]

Most of those seem to ...

Most of those seem to be examples of help character x so that you can y type stories. They may be more positive in tone, but the message still seems to be that other people are the means to your end and that it is up to you to manipulate ...

Comment In: [Blog - 02/25/2013 - 11:44]

Well, exactly, haha. I guess ...

Well, exactly, haha. I guess I just wonder if it 's possible to use a similar methodology, to challenge people in the same way, WITHOUT the end result being pissing them off. Or to wrap pissing people off in that way into the design of the game in a way ...

Comment In: [Blog - 01/13/2013 - 09:36]

Yeah this is more of ...

Yeah this is more of an open dialogue than a declaration: My intent is not to call out games or game developers, just to make people more thoughtful about possible assumptions that may influence what we create. r n r nHowever, I 'm not talking about accessibility so much as ...

Comment In: [News - 01/03/2013 - 04:08]

I can see why you ...

I can see why you 'd say 'breakthrough ' is overstating the case, but I do think it made a very good example of how gameplay mechanics and components which were viewed as either archaic or clumsy can, when implemented judiciously and with a strong directorial vision, actually be used ...

Comment In: [Blog - 10/29/2012 - 04:06]

Nice article. I agree with ...

Nice article. I agree with you that Hotline Miami is an important game, but to be honest I think you only scrape the surface of why here. I tried to get into more of the reasons why I think this is going to be something of a landmark on my ...