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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: [Blog - 12/08/2014 - 01:44]

I think there is a ...

I think there is a way around the restrictions of 5. r n r nWhen you have a product that shifts paradigms and transcends compartmentalised genre classification it is easier to not attempt to sell people on how wonderful, unique and groundbreaking it is, but to put an early prototype ...

Comment In: [News - 12/10/2014 - 05:05]

I don 't mean to ...

I don 't mean to be harsh, but I thought Ken Levine 's presentation was pathetic. r n r nAll the questions in the Q A at the end demonstrated much more imagination about the the future potential of emergent coauthored narrative. Someone asked about NPCs deceiving you about their ...

Comment In: [News - 12/10/2014 - 07:20]

null r n r n ...

null r n r n r n r nI typed a whole comment here... can I have it back, or is it lost to the digital ether

Comment In: [News - 12/08/2014 - 04:00]

I was about to make ...

I was about to make the same point. If I suspected that the game I was working on would damage my reputation by being shipped broken I would quit and ensure that they took my name off of the credits. Eventually, the publisher would either discover that they had haemorrhaged ...

Comment In: [Feature - 12/04/2014 - 04:00]

Plot is deterministic, and ultimately ...

Plot is deterministic, and ultimately restrictive to player agency. r n r nTheme is capable of harmonising with role-play to provide multiple aesthetically equivalent histories that have the same narrative weight as a pre-determined story. The secret is to simulate the machinations of multiple offstage dramatis personae so that the ...

Comment In: [News - 12/01/2014 - 04:31]

Too many adventures involve a ...

Too many adventures involve a protagonist with weapon permanently in hand and diplomacy a distant memory, a failed peace that was skipped over in the opening cutscene of the game 's framing narrative. So I decided to make the Y button not Swap Weapon, but to make your character say ...