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Rickard Elimaa's Blog

 
 

Rickard Elimaa's Comments

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. ...

Comment In: [Blog - 08/12/2014 - 12:28]

In a perfect world: no. ...

In a perfect world: no. r n r nI 'm not a video game designer, but a tabletop game designer and have played tabletop games for almost thirty years. The last years, with gender equality being a hot topic the last ten or fifteen years in Sweden, I added two ...

Comment In: [Blog - 08/01/2014 - 01:53]

Nice. I haven 't heard ...

Nice. I haven 't heard of half of them but the other half flow, interest curve, paradox of choice, and how shapes affect us are thoughts I 've taken to my heart. If I may, I would like to share some more resources, but I 'm more of an analog ...

Comment In: [Blog - 06/19/2014 - 05:10]

I actually linked to your ...

I actually linked to your article earlier today. r n r nBut yeah, you 're right. It 's the other way around. r n r n Structure: WHAT r n Craft: HOW r n Surface: WHY

Comment In: [Blog - 06/15/2014 - 11:55]

I like what Scott McCloud ...

I like what Scott McCloud writes in Understanding Comics, and what Raph Koster states in Theory of Fun: that boredom is the default state, and boredom is what makes us seek entertainment. r n r nWe can fight boredom by doing physical, social or mental activities to receive outside stimulus. ...