Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 21, 2014
arrowPress Releases
October 21, 2014
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Christopher Gile's Blog


I like to talk about games and game design.


Member Blogs

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?

Posted by Christopher Gile on Wed, 19 Dec 2012 02:56:00 EST in Design, Console/PC
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?

Posted by Christopher Gile on Mon, 19 Nov 2012 01:07:00 EST in Design, Console/PC
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.

Posted by Christopher Gile on Tue, 06 Nov 2012 09:01:00 EST in Design
The goals and problems with voting systems.

Christopher Gile's Comments

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: 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.

Comment In: [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 ...