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Nick Halme's Blog   Expert Blogs

 

I'm the primary QA Tester at mobile SDK startup Fuel, previously employed as a QA Analyst at EAC and as a Development Tester at Relic Entertainment. I dabble in writing; I previously wrote a column called Play Fighting for the Escapist, and wrote reviews for a Toronto Star affiliated website called Evergeek. These days I have tumbled into the world of philosophy as a side-project, and have started a new blog over at Medium.

 

Expert Blogs

Posted by Nick Halme on Wed, 22 Mar 2017 11:05:00 EDT in Design, Production, Serious
Is it possible to respect developers while disliking some aspect of their work? Is criticism tantamount to disrespect? Why are we all so on edge after the release of Mass Effect: Andromeda?


Posted by Nick Halme on Tue, 15 Sep 2015 02:56:00 EDT in Design, Serious
Contrasting Avalanche Studios' Mad Max with the film franchise from which it draws its context; what is lost in the exchange of mediums, and what is Mad Max the game really about?


Posted by Nick Halme on Thu, 16 Oct 2014 01:32:00 EDT in Design, Smartphone/Tablet
Taking a look at the different sort of multiplayer experience Fuel introduces to mobile games, and some of the precedents set by "traditional" gaming which we can apply to mobile with this new environment in mind.


Posted by Nick Halme on Thu, 27 Mar 2014 12:06:00 EDT in Design
What's so game-like about videogames? Are videogames simply anything we find fun, as long as it's on a computer? Interactive movies? Digital roller coasters? Where is the game in videogames - and why should anyone care about the answer?


Posted by Nick Halme on Tue, 27 Nov 2012 04:25:00 EST in Design, Console/PC
What exactly is difficulty in games? Why do we feel obliged to offer difficulty settings in games, and who are they really for?


Posted by Nick Halme on Wed, 22 Aug 2012 04:17:00 EDT in Design, Console/PC
Is the loot system in Diablo III too random for its own good, and does the game really need an auction house feature?



Nick Halme's Comments

Comment In: [News - 03/20/2017 - 07:11]

Thanks for this, I 'm ...

Thanks for this, I 'm glad to see you tackling it. I 'm mulling an idea for a blog post attending to the last point. Most developers I know find criticism appalling, to the point of denigrating critics. Yet any design interview will require that you be capable of absolutely ...

Comment In: [News - 03/21/2017 - 04:59]

I disagree - you can ...

I disagree - you can 't balance your way to fun if your initial designs are no good. Math happens to be how it is literally achieved how else would one do anything using a computer besides math/logic , but it is not what balancing actually is. Case in point, ...

Comment In: [Blog - 03/27/2014 - 12:06]

Thank you Yeah, Huizinga was ...

Thank you Yeah, Huizinga was actually first introduced to me in that context, alongside Rules of Play by Salen and Zimmerman which is a more direct videogame design textbook . r n r nGood point - I agree that it seems valid to apply McLuhan and even Barthes or Derrida ...

Comment In: [Blog - 11/28/2012 - 03:58]

When I was interviewing at ...

When I was interviewing at a now-defunct AAA developer I remember asking them about their studio layout, and how the team interfaced. r n r nThe answer I got was surprising: mission designers sat on one side of the building, and environment artists sat on the other side. r n ...

Comment In: [Blog - 11/27/2012 - 04:25]

I agree, excellent point ...

I agree, excellent point

Comment In: [Blog - 08/22/2012 - 04:17]

@Robert Boyd r n r ...

@Robert Boyd r n r nThat 's not entirely accurate. To be fair this article was written after a night with the re-balanced game. While loot drop rates have been increased, the result is that more junk drops. Where I 'm taking issue is the sheer size and randomization of ...