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David Holmin's Blog

 
I'm a video game enthusiast and pastime developer. I analyse old and contemporary games, discuss their design, and try to point out lessons to be learned.
 

David Holmin's Comments

Comment In: [Feature - 07/21/2010 - 04:35]

Thanks for an interesting article ...

Thanks for an interesting article The activity statements you describe remind me of the concept of scripts from the GDC talk Meaningful Choice in Level Design by Matthias Worch. He brings up Doom as an example, where the enemies have distinct scripts the way to go about beating it , ...

Comment In: [Blog - 08/10/2016 - 05:48]

Thanks for the clarification I ...

Thanks for the clarification I thought you probably meant this particular instance of the action menu, but I still wanted to point it out, because I feel games often streamline the interface at the cost of player deduction/involvement, with quest compasses, for example. r n r nRegarding FF, I didn ...

Comment In: [News - 07/29/2016 - 04:01]

This plan allows them to ...

This plan allows them to make 2x the first party games as the could before for a given console r n r nThat is a big deal, for sure.

Comment In: [News - 03/09/2016 - 04:24]

I think people tend to ...

I think people tend to overstate the importance of Dark Souls ' super hard difficulty. Intimidation through difficulty is one reason it works well, but that alone wouldn 't make it such a beloved game. Even just talking about difficulty, I think it 's more important that it actually requires ...

Comment In: [Blog - 04/09/2014 - 01:35]

there are certain bosses that ...

there are certain bosses that are clearly supposed to be played with more than one player r n r nWhich bosses I 've beaten Dark Souls solo, and I 'm halfway through Dark Souls 2, with no huge problems on the bosses. The most difficult one so far has to ...

Comment In: [News - 10/11/2013 - 06:49]

What you call barely 3D ...

What you call barely 3D is one of the things I 'm excited for about 3D World. I think the locked, panning camera and levels adapted to that is great game design. You get a 3D space to explore but without the camera control hassle. r n r nAlso, 8-directional ...