Nick Harris's Blog
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.
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.
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
[News - 10/20/2016 - 10:06]
Apparently, reliable sources have informed ...
Apparently, reliable sources have informed Eurogamer that the Switch has a 6.2 capacitive 10-point multitouch display which suggests that it could support some remastered Wii U software if only when undocked. r n r nI 'm sceptical of the speculation that the right Joy Con contains an IR sensor that ...
[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.
[News - 10/23/2015 - 02:13]
[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 ...
[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.
[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 ...