Christopher Gile's Blog
When designing classes how the mechanics of each class/character interacts with each other can tell us a lot about how those classes/characters relate to each other.
How Overwatch controls when every match peaks, and prevents lulls in gameplay.
Games can be difficult in many different ways, lets explore a couple.
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?
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]