Christopher Gile's Member Blogs
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?
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?
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