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Aubrey Hesselgren's Comments

Comment In: Evaluating Game Mechanics For Depth [Feature - 07/21/2010 - 04:35]

It certainly seems like a ...

It certainly seems like a top down approach to mechanic design: starting with an outcome and figuring out what fills the needs. The alternate approach is to create the mechanic as a toy , play with it to discover what's fun to do with this toy, and then design goals ...

Comment In: The Contradiction Of Linearity [Feature - 10/07/2010 - 05:30]

Skipped to the bottom of ...

Skipped to the bottom of comments. Sorry if I've missed someone saying the same stuff. This article reminded me of something I wrote a while ago on a now defunct game design site antifactory arguing that all games are uninteractive : designers have designed an all encompassing possibility space, and ...

Comment In: Burnout A Paradise Interface [Blog - 07/13/2010 - 09:10]

I must point you at ...

I must point you at this gamasutra article which does a great breakdown of in world/in hud/hybrid huds. http://www.gamasutra.com/view/feature/4286/game ui discoveries what players .php The full version if you can track it down is even more excellent. While there is a certain elegance and consistency to building everything into the ...

Comment In: Validation Theory [Blog - 06/09/2010 - 05:37]

Your speculation is spot on ...

Your speculation is spot on - I mentioned that the pre-final boss feels a tad weak thinking it was probably an important detail, and you've explained why, fully Once again, excellent illucidation. You are so cool to me I like you

Comment In: In-Depth: Unity Launches Free Option, Announces Xbox 360 Support [News - 10/28/2009 - 06:29]

Huge news Will probably go ...

Huge news Will probably go back and try and work on the platformer I started in the trial version.

Comment In: Exclusive Interview: Ask A Pizza [News - 09/07/2009 - 06:58]

Hey hey hey, step off ...

Hey hey hey, step off mayonaisse haters Egg puss is delicious on everything

Comment In: Dirty Coding Tricks [Feature - 08/20/2009 - 05:15]

@Jim McGinley: Sir, do not ...

@Jim McGinley: Sir, do not worry You may have missed my sarcastic tones, and also I missed a key plot point: I did the exactly opposite of cover for him. I was as shocked as you, and told my comrades the story behind the producer's back, because I'm a LOOSE ...

Comment In: Opinion: Ditch The Script -- The Art Of Developer PR [News - 05/26/2009 - 05:47]

I fear the marketing arms ...

I fear the marketing arms race has already begun, and it is too late for the pebbles to vote . That said, an honesty-offensive could stick out amongst the concensus of self-inflatory press and fanboy pandering. I mix my metaphors digitally.

Comment In: GDC: Gears of War 2 Producer Fergusson Talks "Necessary Crunch" [News - 03/26/2009 - 07:42]

without real risk ...

without real risk

Comment In: Shoot to Thrill: Bio-Sensory Reactions to 3D Shooting Games [Feature - 12/02/2008 - 02:20]

John - melee attacks could ...

John - melee attacks could be downed if the audio visual payoff were still juicy enough, and strategically viable enough to use. Doesn't just have to be about damage. All you're getting with massive damage is an immediate, distinct, noticeable, strategically useful payoff. Melee systems are clearly horrible when you're ...

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