Christopher Gile's Blog
The differences between "Enter the Gungeon" and "The Binding of Isaac" gives us a great chance to examine how the level of dependence between attack and defense chance the feel of a game.
Using a high degree of graphical realism changes player expectations and thus makes must be designed around.
Guns are best used from a distance, so how does DOOM get players to act like DOOM Guy and run right at enemies?
Competition can be used to help make cooperative games more interesting for players of vastly different skill levels to play at once.
Poison is typically a little damage over a long time, so how can we implement the core of that idea in a game with discrete health like Enter the Gungeon?
Achievements are a part of the game and can warp a player's experience of it. This is both a good and a bad thing.
Christopher Gile's Comments
[Blog - 03/23/2016 - 07:01]
[Blog - 01/06/2016 - 01:32]
You make a good point ...
You make a good point about the constant stimulation, and how it can be super draining, that I hadn 't thought about. I remember in Mother 3 there is this hot spring that heals you but you have to sit in it for 5 seconds. They could of easily made ...
[Blog - 11/18/2015 - 01:54]
I 've been thinking about ...
I 've been thinking about this and Fire Emblem. In Fire Emblem all items are temporary, weapons can be used a set amount of times and then they break. I was wondering about how this would change loot if it was applied to a more loot centered game like Fallout ...
[Blog - 03/13/2015 - 12:18]
[Blog - 02/23/2015 - 12:25]
I actually started saying that ...
I actually started saying that at the end of all my essays because I usually post them on Tumblr first and a weird thing about that system is that you can only enable answers if the post ends with a question mark or at least it used to . I ...
[Blog - 12/11/2014 - 01:46]