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Rickard Elimaa's Blog

 
 

Rickard Elimaa's Comments

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

I agree that randomness as ...

I agree that randomness as applied in your examples 30 of chance of 12 damage, etc doesn 't necessarily create more depth, but I could see an argument that such a system would violate the second Base Principle in my article namely, players would be able to deduce that most ...

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 psychology. 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 ...

Comment In: [Blog - 06/30/2014 - 10:48]

I agree with your answer ...

I agree with your answer so I wonder if I misunderstood you. r n r nRegarding Metroid. In this case No, because, like I said, players thought it was a male. It was something directed to the audience by targeting their expectations, and not something that changed the game world. ...