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Nick Harris's Blog


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Posted by Nick Harris on Fri, 20 Mar 2015 01:54:00 EDT in Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet
Understanding why the Wii was so popular and its sequel failed to build on its success whilst speculating on the design of the Nintendo's NX what new experience this may provide and how they may be poised to allow subscription to their back catalogue.

Posted by Nick Harris on Wed, 26 Mar 2014 01:28:00 EDT in Business/Marketing, Social/Online
Second Life needs new players, Oculus Rift needs a social nexus. Facebook could monetize our second life as well as using it as a unified portal to other games.

Posted by Nick Harris on Wed, 29 Jan 2014 10:47:00 EST in Business/Marketing, Design, Console/PC
Nintendo need to make uniquely compelling interfaces and use these controls to inspire new games no other system can imitate, building upon what so many found to be so popular with the Wii with an expressive dual Nunchuk scheme.

Nick Harris's Comments

Comment In: [News - 12/02/2015 - 04:14]

Three pictures of the place ...

Three pictures of the place I got stuck. Good thing I found a YouTube walkthrough. Puzzles in video games are rather like Crosswords in Newspapers, in that it takes time to discern the pattern of thinking behind their author.

Comment In: [News - 10/23/2015 - 02:13]

You 're spelling 'your ' ...

You 're spelling 'your ' wrong.

Comment In: [News - 10/13/2015 - 11:33]

This doesn 't prove anything. ...

This doesn 't prove anything. A placebo effect should be deemed a benefit and a correctly conducted test would have been to tell the test subjects that the game was controlled by an adaptive AI that would change the map to ensure that it did not become too difficult, but ...

Comment In: [News - 10/09/2015 - 01:40]

I 'll give her sole ...

I 'll give her sole credit for creating my Game of the Year if it will help rebalance things.

Comment In: [Blog - 10/08/2015 - 01:39]

I practice the You Are ...

I practice the You Are Hopefully Wanting Expansive Horizons methodology, in which everything you could ever possibly hope to incorporate into your game design is given practical consideration as to how you would make it, use it and ultimately benefit from it. Ergonomics forces outlandish notions out of the design ...

Comment In: [Blog - 10/01/2015 - 01:22]

In addition to nesting interaction ...

In addition to nesting interaction contexts as the player approaches a geographic structure as with MGSV , I feel that there is the potential to do the same with the player 's proximity to a narrative structure i.e. a free roaming exploration that through their progressively entangled web of relationships ...