Christopher Gile's Member Blogs
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?
Online multiplayer games such as TF2 or CS don't try to tell you a story but they let you make one with the people you play against/with. Amongst all of them though CS always struck me as the most theatrical of the lot because it gives you an audience.
Perma-Death is a fun mechanic but it can also trap the player in really bad situations. How can we encourage the player to have a large cast of characters to fall back on in order to enable Perma-Death to be used effectively and consistently?
Metagaming in story based games is usually discouraged by use of things like auto-saves and a single save file, but Life is Strange instead chooses to embrace it.
Dragon Age: Inquisition wants to be grand in scale but can its mechanics which focus on a small group support that vision?
Who has to make the plays in a game, the one in the lead or the person who is behind? Why?
Dragon Age removed infinite sustain in favor of temporary shields, lets talk about how that changes the game's combat.
When do you restore a player's mana and how does that effect how a player plays the game?
The Silent Protagonist is a very weird convention in video games, lets talk about it.
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