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December 5, 2016
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Christopher Gile's Member Blogs

Posted by Christopher Gile on Mon, 04 Jul 2016 02:41:00 EDT in
Using a high degree of graphical realism changes player expectations and thus makes must be designed around.


Posted by Christopher Gile on Mon, 27 Jun 2016 10:47:00 EDT in Design, Console/PC, Serious
Guns are best used from a distance, so how does DOOM get players to act like DOOM Guy and run right at enemies?


Posted by Christopher Gile on Mon, 06 Jun 2016 12:48:00 EDT in Design, Console/PC, Serious
Competition can be used to help make cooperative games more interesting for players of vastly different skill levels to play at once.


Posted by Christopher Gile on Tue, 31 May 2016 12:32:00 EDT in Design, Serious
Poison is typically a little damage over a long time, so how can we implement the core of that idea in a game with discrete health like Enter the Gungeon?


Posted by Christopher Gile on Mon, 23 May 2016 02:05:00 EDT in Design, Console/PC, Serious, Indie
Achievements are a part of the game and can warp a player's experience of it. This is both a good and a bad thing.


Posted by Christopher Gile on Mon, 16 May 2016 02:01:00 EDT in Design, Serious
Final Fantasy X-2 is a flawed game but I absolutely love its job system and I want you to love it too.


Posted by Christopher Gile on Mon, 09 May 2016 08:06:00 EDT in Design, Serious, Indie
What is fascinating about Yoshi's Island's Health System is that every mistake has to be explicitly made up for.


Posted by Christopher Gile on Mon, 02 May 2016 08:44:00 EDT in Design, Serious
Ammo in BioShock prevents the player from only using one type of weapon and playstyle. This isn't true of Plasmids and that is a problem.


Posted by Christopher Gile on Wed, 23 Mar 2016 07:01:00 EDT in Design, Console/PC, Serious
As you play a game you get better at it but what can Mario games tell us about how game mechanics can amplify or lessen the effects of that skill gain? Why might we want to lessen it? Why might we not want to amplify it?


Posted by Christopher Gile on Wed, 06 Jan 2016 01:32:00 EST in Design, Console/PC
If Fallout 4 was designed around the assumption that fast-travel is there, what would we have to change in order to remove it? What would we want to change?


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