Christopher Gile's Blog
The Turn Press Battle System was really complicated so Shin Megami Tensei series got rid of it, but its fingerprints can still be seen all over the subsequent games.
When designing classes how the mechanics of each class/character interacts with each other can tell us a lot about how those classes/characters relate to each other.
How Overwatch controls when every match peaks, and prevents lulls in gameplay.
Games can be difficult in many different ways, lets explore a couple.
The differences between "Enter the Gungeon" and "The Binding of Isaac" gives us a great chance to examine how the level of dependence between attack and defense chance the feel of a game.
Using a high degree of graphical realism changes player expectations and thus makes must be designed around.
Christopher Gile's Comments
[Blog - 03/23/2016 - 07:01]
[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]