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Christopher Gile's Member Blogs

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?


Posted by Christopher Gile on Mon, 17 Sep 2012 02:14:00 EDT in Design, Console/PC
Are your counters strategically rich or just what you say they are.


Posted by Christopher Gile on Fri, 14 Sep 2012 01:04:00 EDT in Design, Console/PC
Can RPG and horror mix? Yes, but the result is not a horror game.


Posted by Christopher Gile on Thu, 13 Sep 2012 03:09:00 EDT in Design, Console/PC
Why do you keep unlocking the same ability just scaled to your mana pool?


Posted by Christopher Gile on Wed, 12 Sep 2012 01:40:00 EDT in Design, Console/PC
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?


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