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Ara Shirinian's Comments

Comment In: [News - 02/21/2014 - 04:03]

I have concluded a few ...

I have concluded a few things from situations like this. r n r n r n1. Extemporaneous speech should never be taken seriously when it comes to offense. To insist otherwise is at a minimum intellectually dishonest about what we are and how we socialize. r n r n r ...

Comment In: [Blog - 02/11/2014 - 03:19]

How do you define a ...

How do you define a good playtest result Whether you are evaluating monetization or pure gameplay patterns, the inevitable problem is that the metrics never supply a complete picture about the dynamic at work and your hand in it. There is too much subtle psychology happening. You have to rely ...

Comment In: [News - 02/05/2014 - 06:30]

Re: I don 't care ...

Re: I don 't care anymore. Just tell me what you want me to do. r n r nI have experienced this effect from several different angles. In the worst cases I have seen people who otherwise produce masterful elegant work churn out dismal quality approved by management of course ...

Comment In: [Blog - 01/05/2014 - 04:21]

Ironically, when I don 't ...

Ironically, when I don 't 'feel like ' doing some enterprise that the more executive part of my brain decides is important for me to do, I will get into 'social contracts ' with people, and that seems to motivate me, first extrinsically, but then often intrinsically after I get ...

Comment In: [Blog - 01/06/2014 - 04:43]

The essential problems with interactive ...

The essential problems with interactive tutorials as most commonly realized can be expressed as a result of a combination of factors: r n r n1. Teaching the player how to play is usually one of the last things developers prioritize. r n2. Overall development resources are frequently overstressed, so developers ...

Comment In: [Blog - 12/23/2013 - 08:57]

This is not just the ...

This is not just the side effect of an industry that has progressively sought to accommodate a wider audience. r n r nIt is a side effect of an industry which has done so by strictly and systematically removing players ' barriers to game progress and 'success ' without any ...

Comment In: [Blog - 07/21/2013 - 07:02]

I 'm not yet convinced ...

I 'm not yet convinced that PAD 's long term game does not ultimately develop in a similar way to the other games that exploitatively monetize, but the structure certainly feels innocuous at first. My impression is that this design is either truly innocuous, or especially devious in the long ...

Comment In: [Blog - 07/09/2013 - 10:46]

One issue with making controls ...

One issue with making controls noticeably less responsive when your character is hurt is that you are penalizing the player twice for once mistake. The first penalty is your character getting hurt, the second is reducing their agency with less responsive control. r n r nThe second penalty has a ...

Comment In: [Blog - 07/04/2013 - 09:10]

It is seductively appealing to ...

It is seductively appealing to equate a simplistic metric with a simplistic race to a high score but this is not the case at all in many applications. Just because the metric is simple, does not mean that the means to achieve high score are simple. Just look at any ...

Comment In: [Blog - 06/26/2013 - 08:16]

Ramin, I am curious if ...

Ramin, I am curious if you have anything noteworthy to say about Real Racing 3 with regard to these tricks. Here I played the 'don 't spend any real money game ' for about 80 net hours until deciding I wasted too much of my life. r n r nFor ...

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