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Tom Battey's Blog

 

Tom Battey is an author, narrative designer and someone who occasionally writes about videogames. His works of fiction, ranging from science fiction thrillers to psychological fantasy, as well as his various blogging ventures can be found at tombattey.com. He also tweets on Twitter and...uh...faces on Facebook.

His latest novel, the sky pirate adventure Into Uncharted Skies, is now available on the Amazon Kindle Store. Read the first three chapters here.

 

Member Blogs

Posted by Tom Battey on Mon, 13 Oct 2014 02:11:00 EDT in Design
I often encounter people who say that story has no place in games, and I think this has more to do with a misunderstanding of what story in games actually is than a true rejection of story itself.


Posted by Tom Battey on Tue, 23 Sep 2014 11:24:00 EDT in Design, Art
As debate continues to boil about the value of diversity in games, it's worth talking about the difference between criticism and censorship, and what that means for artists and designers.


Posted by Tom Battey on Mon, 01 Sep 2014 10:41:00 EDT in Business/Marketing, Console/PC
As Sony and Microsoft continue to stretch the meaning of the word 'exclusive', I ponder how all these 'exclusives' actually benefit us as consumers.


Posted by Tom Battey on Mon, 28 Jul 2014 03:03:00 EDT in Design
Nostalgia in the games industry can play an important part in upholding gaming heritage, and can benefit the future generation of game designers by preserving genres and design philosophies.


Posted by Tom Battey on Mon, 23 Jun 2014 01:35:00 EDT in Design, Console/PC
The rise of the Kickstarter franchise reboot and the HD remake prove that nostalgia is a powerful force in gaming - but how can we design our games to tap into this rich vein of nostalgia in our audience?


Posted by Tom Battey on Mon, 12 May 2014 01:53:00 EDT in Design, Console/PC
From Software's Souls series' deliberately ambiguous storytelling has formed a dedicated fan community, with hours of YouTube footage discussing story speculation. What are the advantages and disadvantages to using ambiguity in narrative design?



Tom Battey's Comments

Comment In: [Blog - 09/23/2014 - 11:24]

This is pretty much the ...

This is pretty much the point I 'm trying to make. Criticism is not the same thing as calling for change...which means people have a right to be critical about the art in Dragon 's Crown. I don 't think anyone is trying to argue that Dragon 's Crown shouldn ...

Comment In: [Blog - 07/28/2014 - 03:03]

Absolutely. I 'm in no ...

Absolutely. I 'm in no way arguing against the use of emulation in schools, I think it 's a great idea. The practicalities of it are a bit more complicated due to lots of legal red tape, but the sooner we figure out a way to do it without educators ...

Comment In: [Blog - 06/23/2014 - 01:35]

It 's important that we ...

It 's important that we don 't discard great pieces of design just because they 're 'old '. Just like cinema, theatre and literature, gaming is a medium where certain tropes have become so for very good reasons - some of the solutions we came up with in the past ...

Comment In: [News - 05/23/2014 - 06:29]

This is great I love ...

This is great I love getting an insight into the technical challenges and techniques behind games like this. It 's made me a want to play Monument Valley again and b go and mess around in Unity to try and make something this pretty

Comment In: [Blog - 05/12/2014 - 01:53]

This is all true - ...

This is all true - and there is something Lovecraftian to the world of the Souls series, I 've always thought.

Comment In: [Blog - 04/25/2014 - 01:49]

Demon 's Souls did make ...

Demon 's Souls did make it a lot clearer what you were supposed to be doing, but then Demon 's Souls all happened from a central hub, so you couldn 't really go wrong. r n r nI also ended up wandering into the wrong place in Dark Souls - ...