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Christopher Gile's Blog

 
 

Member Blogs

Posted by Christopher Gile on Mon, 23 May 2016 02:05:00 EDT in Design, Console/PC, Serious, Indie
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.


Posted by Christopher Gile on Mon, 16 May 2016 02:01:00 EDT in Design, Serious
Final Fantasy X-2 is a flawed game but I absolutely love its job system and I want you to love it too.


Posted by Christopher Gile on Mon, 09 May 2016 08:06:00 EDT in Design, Serious, Indie
What is fascinating about Yoshi's Island's Health System is that every mistake has to be explicitly made up for.


Posted by Christopher Gile on Mon, 02 May 2016 08:44:00 EDT in Design, Serious
Ammo in BioShock prevents the player from only using one type of weapon and playstyle. This isn't true of Plasmids and that is a problem.


Posted by Christopher Gile on Wed, 23 Mar 2016 07:01:00 EDT in Design, Console/PC, Serious
As you play a game you get better at it but what can Mario games tell us about how game mechanics can amplify or lessen the effects of that skill gain? Why might we want to lessen it? Why might we not want to amplify it?


Posted by Christopher Gile on Wed, 06 Jan 2016 01:32:00 EST in Design, Console/PC
If Fallout 4 was designed around the assumption that fast-travel is there, what would we have to change in order to remove it? What would we want to change?



Christopher Gile's Comments

Comment In: [Blog - 03/23/2016 - 07:01]

I like that, Progressive or ...

I like that, Progressive or Regressive skill systems.

Comment In: [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 ...

Comment In: [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 ...

Comment In: [Blog - 03/13/2015 - 12:18]

Thanks for writing/publishing this, it ...

Thanks for writing/publishing this, it is super helpful

Comment In: [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 ...

Comment In: [Blog - 12/11/2014 - 01:46]

I was really surprised by ...

I was really surprised by how much I liked Persona Q, and I think this system is a fair bit of why I do like it.