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Member Blogs
Difficulty: Self Selecting vs Self Defeating  |
| Posted by Christopher Gile on Fri, 07 Jun 2013 11:25:00 EDT in
Design,
Console/PC
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| When players do well, do we reward them by making the game harder or easier? |
| Read More... | 6 Comments |
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Difficulty |
| Posted by Christopher Gile on Wed, 16 Jan 2013 02:53:00 EST in
Design,
Console/PC
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| 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? |
| Read More... | 0 Comments |
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Keep them coming back |
| Posted by Christopher Gile on Wed, 19 Dec 2012 02:56:00 EST in
Design,
Console/PC
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| 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? |
| Read More... | 1 Comments |
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Games are not Movies, they are Games |
| Posted by Christopher Gile on Mon, 19 Nov 2012 01:07:00 EST in
Design,
Console/PC
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| 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. |
| Read More... | 1 Comments |
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Voting Systems |
| Posted by Christopher Gile on Tue, 06 Nov 2012 09:01:00 EST in
Design
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| The goals and problems with voting systems. |
| Read More... | 0 Comments |
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The Silent Protagonist |
| Posted by Christopher Gile on Mon, 29 Oct 2012 10:03:00 EDT in
Design,
Console/PC
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| Silent Protagonist doesn't always mean a blank slate. |
| Read More... | 0 Comments |
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Christopher Gile's Comments
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Comment In: Cascading Mistakes: Diablo 3's Real Money Auction House [Blog - 09/26/2012 - 12:37]
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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 ... |
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Comment In: Counters: Natural vs Artificial [Blog - 09/17/2012 - 02:14]
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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 ... |
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Comment In: Resident Evil 4: The inherent conflicts between Horror and RPG [Blog - 09/14/2012 - 01:04]
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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. |
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Comment In: Bright, Slow, and Deadly [Blog - 09/13/2012 - 09:21]
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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 ... |
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Comment In: Controls make the game: Mario vs Sonic [Blog - 09/06/2012 - 03:36]
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Jumping in Super Ghouls 'n ... Jumping in Super Ghouls 'n Ghosts is the most stressful thing ever. |
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Comment In: Creep: Keeping your Elements Under Control [Blog - 09/12/2012 - 01:40]
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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 ... |
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