Christopher Gile's Blog
The crafting system changes looting in Fallout 4 by making it so that you need specific things instead of just the generic concept of value. The Auction Houses in Diablo 3 did the exact opposite.
Quick Time Events have problems. They aren't generally well regarded, for some valid reasons, yet they fill a niche that nothing else does properly. So, instead of complaining about them is it possible to fix them?
Dragon Age: Inquisition gives us a lot of places and quests but for most of those it doesn't give us much of a connection to them. How can we change things so that the areas and quests feel unique and deepen the characterization of your party?
Win rate isn't the only measure we need to assess balance. To demonstrate lets unbalance a balanced game.
How do you make a sequel to a mechanically complete game?
Why do games include miss-able collectibles and is there a way to mitigate their impact?
Christopher Gile's Comments
[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 ...
[Blog - 03/13/2015 - 12:18]
[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 ...
[Blog - 12/11/2014 - 01:46]
[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 ...
[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 ...