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May 29, 2017
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Nathan Ware's Blog

 

Ludology and Narratology and all other studies and practices into the nature of play intrigue me. Most of my free brain-space is spent designing puzzles and mechanics and stories. I think that's what people mean when they say they've found their dream. To all budding game designers in the world, read Charles Bukowski's poem "So You Want To Be A Writer" and just replace every instance of "writer" with "designer", and "words" with "mechanics", and "libraries" with "audiences", etc. This business can't handle any more careless designers. We've got a long way to go. The work can be frustrating and difficult, but that's why we have the designers who inspire us and the real world as guides. Just keep running in the right direction.

 

Member Blogs

Posted by Nathan Ware on Tue, 07 Jun 2016 10:11:00 EDT in
If we want to understand the comparisons of Playstation All-Stars: Battle Royale and Super Smash Bros. first we need some context.


Posted by Nathan Ware on Mon, 09 Mar 2015 06:58:00 EDT in Design, Console/PC, Serious
After playing through the 3Ds rerelease of Majora's Mask, it struck me how emotional Nintendo made the experience of failure, and how unemotional other games have made it. I explore the mechanics surrounding failure, and what this means for the industry.


Posted by Nathan Ware on Tue, 13 Mar 2012 08:16:00 EDT in Design, Serious
Can gameplay and storytelling ever work together?



Nathan Ware's Comments

Comment In: [Blog - 07/22/2013 - 11:00]

I think, actually, your interpretation ...

I think, actually, your interpretation of Zimos as a character is off base. In your characterization of his missions as tilting the context of the game away from empowering the player toward disenfranchising women, I think you miss the context that Zimos himself brings to the game. Pretty much all ...

Comment In: [Blog - 05/13/2013 - 03:00]

I think one of the ...

I think one of the best takeaways from this study is that option presentation can be another tool for authorial control. r n r nIf we want players to make choices they are satisfied with, and keep them from exploring, we have to 1 Make sure the range of choices ...

Comment In: [Blog - 04/24/2013 - 08:41]

Why don 't we just ...

Why don 't we just call it Slapstick It 's the kind of comedy employed here. Maybe Slap-sim would be more appropriate for the game genre, but the main focus of the game is definitely Slapstick humor.

Comment In: [Blog - 03/21/2013 - 01:23]

To say that the term ...

To say that the term 'digital native ' has no bounds in reality is to dismiss the fact that there IS a certain set of technical literacy skills that one develops through osmosis as they say. They are wrong when they imply young people learn to operate computers through a ...

Comment In: [Feature - 02/26/2013 - 09:45]

If you were to expand ...

If you were to expand on what it meant to everyone in the company to have an unstructured management environment, I think there are a lot of developers here who would love to read an article like that.

Comment In: [Blog - 03/13/2012 - 08:16]

I think I 've changed ...

I think I 've changed this blog post so much that your comment may seen out of the blue. The old blog post was not very well thought out.