Christopher Gile's Blog
How do you make a sequel to a mechanically complete game?
Why do games include miss-able collectibles and is there a way to mitigate their impact?
Online multiplayer games such as TF2 or CS don't try to tell you a story but they let you make one with the people you play against/with. Amongst all of them though CS always struck me as the most theatrical of the lot because it gives you an audience.
Perma-Death is a fun mechanic but it can also trap the player in really bad situations. How can we encourage the player to have a large cast of characters to fall back on in order to enable Perma-Death to be used effectively and consistently?
Metagaming in story based games is usually discouraged by use of things like auto-saves and a single save file, but Life is Strange instead chooses to embrace it.
Dragon Age: Inquisition wants to be grand in scale but can its mechanics which focus on a small group support that vision?
Christopher Gile's Comments
[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]
[Blog - 11/12/2014 - 01:39]
These are very good points. ...
These are very good points. I hadn 't considered that it might be easier for a large team to go for a realistic art style because it is an easy landmark to go for, though it completely makes sense. And it is easy to lose sight of the fact that ...
[Blog - 09/26/2012 - 12:37]
I forgot to mention the ...
I forgot to mention the Fake Money Auction House 's effect on balance. You can ignore it because of it 's effect on loot, but what do you as the designer balance the game 's difficulty around Do you assume they will use it or don 't you The difficulty ...
[Blog - 09/17/2012 - 02:14]
I didn 't mean to ...
I didn 't mean to imply that all spatial based games use a system of natural counters, as I said Mega Man uses artificial counters and it is a spatial game. This implication was just a result of it being easier to illustrate how natural counters can completely shut down ...