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Rickard Elimaa's Blog

 
 

Rickard Elimaa's Comments

Comment In: [Blog - 10/24/2014 - 01:56]

I found your post about ...

I found your post about curiosity amazing, and I 've been wondering a lot about emotions lately and how to evoke them through games. I will look up Frijda 's work. r n r nI recently read a book about flow by Csikszentmihalyi. What I found weird was that he ...

Comment In: [Blog - 10/20/2014 - 02:12]

Another random element could be ...

Another random element could be the amount of money to purchase an upgrade. I hate that many competitive games with upgrade elements have known build orders as this violates the second Base Principle - static elements in gameplay generate player dependencies not necessarily a bad thing , but when a ...

Comment In: [Blog - 10/20/2014 - 02:36]

Personally, I think having reward ...

Personally, I think having reward mechanics is unethical game design. Using the same operant conditions in computer games as with slot machines is using an exploit in the human psyche. An honest way to me, when it comes to game design, is to make the tasks fun by themselves make ...

Comment In: [Blog - 10/20/2014 - 02:36]

What do you think about ...

What do you think about polishing a bad core mechanic wont make it good r n r nSomething I noticed over the years as a game designer is that if I got a good core mechanics, everything else falls into place. The more I have to add patches to the ...

Comment In: [Blog - 10/01/2014 - 01:45]

A really good series. Thanks ...

A really good series. Thanks for it. I shared the articles with the Shadowrun Returns community.

Comment In: [Blog - 08/28/2014 - 11:27]

OK, I didn 't catch ...

OK, I didn 't catch that you meant Game design is for me primarily choice design. r n r nAnd I never said Journey didn 't have any choices, only that it didn 't have any meaningful choices. It doesn 't matter what you do along the way, the result ...