Christopher Gile's Member Blogs
Games are about reaction as much as action, but for guns in games reaction is much more difficult to enable because you can't react to the instantaneous speeds with which bullets fly. How do we deal with that?
A game's characters may love peace but what does the game they inhabit value? Let's look at Ogre Battle 64 and try to understand what it values and how those values contrast with the values of the game's characters and narrative.
How button space impacts level design and how we can mitigate that problem.
When players do well, do we reward them by making the game harder or easier?
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?
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?
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.
The goals and problems with voting systems.
Silent Protagonist doesn't always mean a blank slate.
In games about killing, can you question the morality of killing? If killing is a choice you can.
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