Christopher Gile's Blog
I like to talk about games and game design.
When players do well, do we reward them by making the game harder or easier?
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?
Failure is a great learning tool and yet is is also frustrating for players and a point in time when they might just up and walk away from your game. So how do you keep them coming back?
Games and movies are both composite mediums, and as such we can learn a lot from movies. But they have a different central conceit and it important that we try to make games and not movies.
The goals and problems with voting systems.
Silent Protagonist doesn't always mean a blank slate.
Christopher Gile's Comments
[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 ...
[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.
[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 ...
[Blog - 09/06/2012 - 03:36]
[Blog - 09/12/2012 - 01:40]
You are right, there is ...
You are right, there is an overlap problem in any game with lots of abilities like League of Legends, most LoL champions can be put into a few basic categories AD bruiser, Tanky Jungle, AP Burst... and I wasn 't trying to say that LoL doesn 't have the uniqueness ...