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Christopher Gile's Blog

 
 

Member Blogs

Posted by Christopher Gile on Tue, 07 Jul 2015 01:37:00 EDT in Design, Console/PC
How do you make a sequel to a mechanically complete game?


Posted by Christopher Gile on Mon, 18 May 2015 06:56:00 EDT in Design, Console/PC, Indie
Why do games include miss-able collectibles and is there a way to mitigate their impact?


Posted by Christopher Gile on Mon, 09 Mar 2015 06:37:00 EDT in Design, Console/PC
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.


Posted by Christopher Gile on Mon, 23 Feb 2015 12:25:00 EST in Design, Console/PC, Indie
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?


Posted by Christopher Gile on Thu, 12 Feb 2015 01:29:00 EST in Design, Console/PC
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.


Posted by Christopher Gile on Mon, 19 Jan 2015 01:09:00 EST in Design, Console/PC
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

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.

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 ...