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Blogs

Adam Saltsman's Comments

Comment In: Talking Copycats with Zynga's Design Chief [Feature - 01/31/2012 - 11:45]

I think this would be ...

I think this would be a very good point except the images in question are actual screenshots from the specific products in question that prompted this PR blitz from Zynga. So on the one hand I think you could view this as editorializing , but on the other hand you ...

Comment In: Why PlayStation's Peter Dille Went Mobile [News - 10/24/2011 - 03:31]

actually i think that may ...

actually i think that may be specifically what it means haha. it seems pretty straightforward usually these names are so vague too

Comment In: Contrivance and Extortion II: Clarifications, Feedback & Suggestions [Blog - 10/20/2011 - 12:10]

i guess i feel like ...

i guess i feel like this just isn't like... some kind of impossible mystery. to me it seems pretty easy to tell when i'm playing a game if it is using manipulative systems. is it systemically shallow but constantly reminding me of checklist progress does the game allow me to ...

Comment In: Contrivance and Extortion: In-App Purchases & Microtransactions [Blog - 10/18/2011 - 01:10]

i would propose the idea ...

i would propose the idea that we are 100 good enough designers to know when something we're doing is a bad idea and a source of tedium. I would also propose the idea that a LOT of us not only know what it is but have invented a way to ...

Comment In: Why Brainstorming is NOT Game Design [Blog - 09/19/2011 - 07:24]

all very good points : ...

all very good points : I brainstorm before and during all of my game projects, as I wrote in the article, and I find it a good process, as long as it's not too formal. My point is just that the RESULTS of a brainstorm should be tested BEFORE they ...

Comment In: Why I Make Games [Blog - 06/11/2010 - 12:36]

hey guys all valid points. ...

hey guys all valid points. however, i think it's important to distinguish participation/recognition from mastery - in established forms of mixed media, you actually need to demonstrate mastery in some way or other to get attention or make an impact. PART of the attraction of video games, to me, is ...

Comment In: On Game Structure [Blog - 02/24/2010 - 12:09]

Hey Shay, those are totally ...

Hey Shay, those are totally valid points I think. Braid's difficult puzzles definitely require some kind of skip this one type of functionality, which hub worlds totally provide. The thing that surprised me is that it doesn't appear to take advantage of all those other wonderful things that a hub ...

Comment In: Bytes: Clumsy Sociopathic Marksmen [Blog - 02/15/2010 - 12:49]

that is a pretty amazing ...

that is a pretty amazing link thank you :

Comment In: iPhone Design & Marketing Notes [Blog - 01/30/2010 - 04:57]

hey Glenn, for the reviews ...

hey Glenn, for the reviews thing, I think it varies some but that it is easier to get serious customers if your app is more than a dollar, rather than people who picked it up because its the same cost as a candy bar, and are just as happy to ...

Comment In: Road to the IGF: Team Meat's Super Meat Boy [News - 01/21/2010 - 06:39]

The article forgot to mention ...

The article forgot to mention the dudes responsible for the game's audio The music was written by Danny Baranowksy http://www.dbsoundworks.com/ , who wrote music for double-IGF-award-winner Cortex Command. Super Meat Boy's sound effects were created by Jordan Fehr, whose website I don't have on hand.

[More Adam Saltsman Comments]   

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