Christopher Gile's Blog
If Fallout 4 was designed around the assumption that fast-travel is there, what would we have to change in order to remove it? What would we want to change?
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?
Christopher Gile's Comments
[Blog - 01/06/2016 - 01:32]
You make a good point ...
You make a good point about the constant stimulation, and how it can be super draining, that I hadn 't thought about. I remember in Mother 3 there is this hot spring that heals you but you have to sit in it for 5 seconds. They could of easily made ...
[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 ...