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Rickard Elimaa's Blog

 
 

Rickard Elimaa's Comments

Comment In: [Blog - 11/19/2014 - 08:25]

Who determines what group or ...

Who determines what group or identity is to be included, and what recourse do those who feel they are excluded have r n r nThat kind of argument can be said about the court too. r n r n What recourse does a developer or publisher have if they, in ...

Comment In: [Blog - 11/18/2014 - 01:51]

I think Keith Burgeon explains ...

I think Keith Burgeon explains the difference between outgoing and ingoing randomness pretty well. It 's under the second headline. r n r nhttp://www.gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness and Game Design.php r n r nI think trouble occurs in game design when people think that randomness is the only thing that can create uncertainty, ...

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 ...