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Christopher Gile's Blog

 
 

Member Blogs

Posted by Christopher Gile on Wed, 12 Nov 2014 01:39:00 EST in Design, Art, Console/PC, Indie
With the graphical arms race in games it is worth asking why you might not want more detail and higher res graphics.


Posted by Christopher Gile on Mon, 03 Nov 2014 03:43:00 EST in Design, Console/PC
Games are about reaction as much as action, but for guns in games reaction is much more difficult to enable because you can't react to the instantaneous speeds with which bullets fly. How do we deal with that?


Posted by Christopher Gile on Tue, 28 Oct 2014 02:14:00 EDT in Design, Console/PC
A game's characters may love peace but what does the game they inhabit value? Let's look at Ogre Battle 64 and try to understand what it values and how those values contrast with the values of the game's characters and narrative.


Posted by Christopher Gile on Mon, 20 Oct 2014 02:12:00 EDT in Design
How button space impacts level design and how we can mitigate that problem.


Posted by Christopher Gile on Fri, 07 Jun 2013 11:25:00 EDT in Design, Console/PC
When players do well, do we reward them by making the game harder or easier?


Posted by Christopher Gile on Wed, 16 Jan 2013 02:53:00 EST in Design, Console/PC
The most common purpose for difficulty in games is to keep the game engaging, so why is it so often used to constrain and punish players?



Christopher Gile's Comments

Comment In: [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 ...

Comment In: [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 ...

Comment In: [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 ...

Comment In: [Blog - 09/14/2012 - 01:04]

Sorry, it is a cross ...

Sorry, it is a cross post from here: http://guilelessmonk.tumblr.com/ and I didn 't notice that it got rid of the paragraph breaks.

Comment In: [Blog - 09/13/2012 - 09:21]

Good points. Feedback is a ...

Good points. Feedback is a huge issue for a lot of game genres, I can 't tell you how many times I thought I was doing well in a game only to look at my health and wonder When did I get hit . When significant things happen it should ...

Comment In: [Blog - 09/06/2012 - 03:36]

Jumping in Super Ghouls 'n ...

Jumping in Super Ghouls 'n Ghosts is the most stressful thing ever.