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Christopher Gile's Member Blogs

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.


Posted by Christopher Gile on Mon, 29 Oct 2012 10:03:00 EDT in Design, Console/PC
Silent Protagonist doesn't always mean a blank slate.


Posted by Christopher Gile on Thu, 25 Oct 2012 10:01:00 EDT in Design, Console/PC
In games about killing, can you question the morality of killing? If killing is a choice you can.


Posted by Christopher Gile on Tue, 23 Oct 2012 05:52:00 EDT in Design, Console/PC
What can the Prisoner's Dilemma tell us about designing loot mechanics?


Posted by Christopher Gile on Sun, 21 Oct 2012 02:33:00 EDT in Design, Console/PC
What are the advantages and constraints of end of level breakdowns?


Posted by Christopher Gile on Wed, 17 Oct 2012 04:08:00 EDT in Design, Console/PC
I often see people talk about linear games as though the linearity of the game is bad when it isn't inherently bad (though it can be misused) and gives the game maker a huge advantage they can capitalize on, control.


Posted by Christopher Gile on Wed, 26 Sep 2012 12:37:00 EDT in Design, Console/PC
The Real Money Auction House for Diablo 3 was bad in its own right, but its true sin what its effect on the rest of the game.


Posted by Christopher Gile on Mon, 24 Sep 2012 10:48:00 EDT in Design, Console/PC
In what situations do Quick Time Events work?


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