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Adam Saltsman's Comments

Comment In: [News - 03/27/2012 - 03:39]

Hey Seth I am curious ...

Hey Seth I am curious what your role as designer was on Scramble With Friends just Scramble, before the NewToy acquisition . We turned down an offer from Zynga to buy our game Wurdle a finger-dragging word find game inspired by Boggle in late 2008, and were definitely surprised when ...

Comment In: [Blog - 02/26/2012 - 11:35]

From the article: r n ...

From the article: r n r n I feel like I should also say, don 't use 'good ' games with bad intros to justify not putting much effort into the intro of your game. It happens every time I bring this up, Well XXX gave me a very bad ...

Comment In: [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: [News - 10/24/2011 - 03:31]

...it's what this Tapjoy business ...

...it's what this Tapjoy business is all about. Make it free-to-play, get players exposed to something, then begin to extract microtransactions -- it turns into a very lucrative business. REDACTED This is profoundly, disappointingly honest.

Comment In: [Blog - 10/20/2011 - 12:10]

i love randomness it all ...

i love randomness it all depends on how it is used. random drops are different from say... randomly generated Spelunky levels. random drops are a reward for doing the same action over and over until you happen to get a really positive reward... exactly like a skinner box. using random ...

Comment In: [Blog - 10/18/2011 - 01:10]

Players obviously have a choice. ...

Players obviously have a choice. Players can put the game down whenever they want, like I did last night when I deleted Infinity Blade, Forever Drive and Jetpack Joyride from both of my iDevices before writing this article. However, developers ALSO have a choice. Developers can CHOOSE not to build ...

Comment In: [Blog - 09/19/2011 - 07:24]

Neither brainstorming nor prototyping are ...

Neither brainstorming nor prototyping are solely the first step in any worthwhile process, and at no point do i say we should neither celebrate nor get excited about ideas and thinking them up. As for the second part, Angry Birds' connection to Crush the Castle is comparable neither to Half-Life ...

Comment In: [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: [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: [Blog - 02/15/2010 - 12:49]

Yu-Chung - I totally agree, ...

Yu-Chung - I totally agree, I think it is a combination of different hardware and different level design, but it's hard to put my finger on exactly. Why they stuck with a one-thumbstick control scheme on a system with two sticks is utterly beyond me

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