The Prisoner's Dilemma and Loot Mechanics  |
| 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? |
| Read More... | 1 Comments |
Do End of Level Stat Break Downs Make Sense?  |
| 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? |
| Read More... | 5 Comments |
The Advantage of a Linear Game: Control  |
| Posted by Christopher Gile on Wed, 17 Oct 2012 04:08:00 EDT in
Console/PC,
Design
|
| 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. |
| Read More... | 7 Comments |
Cascading Mistakes: Diablo 3's Real Money Auction House  |
| 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. |
| Read More... | 3 Comments |
When is it Time for Quick Time?  |
| Posted by Christopher Gile on Mon, 24 Sep 2012 10:48:00 EDT in
Console/PC,
Design
|
| In what situations do Quick Time Events work? |
| Read More... | 2 Comments |
Counters: Natural vs Artificial  |
| Posted by Christopher Gile on Mon, 17 Sep 2012 02:14:00 EDT in
Console/PC,
Design
|
| Are your counters strategically rich or just what you say they are. |
| Read More... | 7 Comments |
|
Resident Evil 4: The inherent conflicts between Horror and RPG |
| Posted by Christopher Gile on Fri, 14 Sep 2012 01:04:00 EDT in
Console/PC,
Design
|
| Can RPG and horror mix? Yes, but the result is not a horror game. |
| Read More... | 2 Comments |
|
Fire, Fira, and Firigaoasdfklasfasdfaf |
| Posted by Christopher Gile on Thu, 13 Sep 2012 03:09:00 EDT in
Console/PC,
Design
|
| Why do you keep unlocking the same ability just scaled to your mana pool? |
| Read More... | 2 Comments |
|
Creep: Keeping your Elements Under Control |
| Posted by Christopher Gile on Wed, 12 Sep 2012 01:40:00 EDT in
Console/PC,
Design
|
| To keep a game interesting games will grow in complexity as you get a better understanding of the game by way of unlocking or reveling new mechanics. But can your game support that growth? |
| Read More... | 2 Comments |
|
Boss Battles: Culminations of an Idea |
| Posted by Christopher Gile on Tue, 11 Sep 2012 03:04:00 EDT in
Console/PC,
Design
|
| Bosses are a stage's final exam, make sure you are testing and teaching the same things. |
| Read More... | 0 Comments |