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November 21, 2009
 
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November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [5]
 
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Blogs

Jake Romigh's Blog

I am currently a software engineer who pursues writing and game design in his spare time. It has always been a pursuit of mine to design game entertainment.
I enjoy writing fictional pieces with a emphasis on humor and rich environments. In game design, I like to examine proven principles and see how they will develop in the future. I also am very interested in online player interaction, where design must be constructed so that every players can have varied play styles but not at the expense of others' experiences.

Member Blogs

Layman's Look: Combating PC Game Piracy with Value, not Invasion  Featured Blogs
Posted by Jake Romigh on Wed, 13 May 2009 11:30:00 EDT in Production
In light of the volume of recent Gamasutra articles pertaining to game piracy and DRM, I try to provide a layman's look at combating piracy (what is being implemented and what we could be doing) without annoying the consumer.
Read More... | 0 Comments

"Entertainment as a Service": To Change, or not to Change?  Featured Blogs
Posted by Jake Romigh on Tue, 28 Apr 2009 10:00:00 EDT in Game Design
Valve Software boasts "entertainment as a service"; developers actively engaging the customer base with on-going game updates and support. At what point do you change the fundamentals of the original game? Will the customer be receptive to the changes?
Read More... | 3 Comments

   

Jake Romigh's Comments

Comment In: Valve: Devs Should Experiment With Post-Release Content Using Digital Distribution [News - 11/19/2009 - 12:08]

@Andrew: It's still a concern ...

@Andrew: It's still a concern because you bought an initial product based on what the initial product offered, and changed by itself and you have no recourse against it. This is solely unique to software. TF2 has become more than a game -- it's a service at this point. This ...

Comment In: Lead Designers Who Only Say 'No' [Blog - 11/17/2009 - 09:53]

@Tim: Yeah, and that's a ...

@Tim: Yeah, and that's a shame. It's a really interesting issue that I'd love to see a talk or discussion on, i.e. Finding a Equilibrium Between 'Established' and Innovative' in Big Budget Titles .

Comment In: Guide To Becoming An Independent Game Developer [Blog - 11/08/2009 - 02:08]

Alistair, this is a great ...

Alistair, this is a great article. The part about finding a great team is what I found is a big stumbling block, at least for me. Do you have any further tips or resources on constructing an indie team

Comment In: Interview: Floex And The Music Of Machinarium [News - 11/04/2009 - 05:28]

This game is a fantastic ...

This game is a fantastic romp, and I can wholeheartedly recommend it. The music in this game always fits. I have to say, these guys know what they're doing keep an eye on them

Comment In: On The Economics Of Content Updates, DLC And In-Game Advertising [Blog - 10/23/2009 - 10:49]

@Richard I think that Tripwire ...

@Richard I think that Tripwire is trying a different strategy. Believing they get no revenue from this recent update is folly. Steam sales and free weekends have proven that you will see great amounts of purchases, similar to the UT3: Black release. Tripwire 'gives away' a giant update, allows players ...

Comment In: Free-To-Play Games See Most Digital Goods Transactions, Revenues [News - 09/14/2009 - 10:19]

@Glen: I think that there ...

@Glen: I think that there is overlap in the percentage of users. Some users, of course, are buying currency, weapons AND subscriptions.

[More Jake Romigh Comments]