Christopher Gile's Member Blogs
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.
What can the Prisoner's Dilemma tell us about designing loot mechanics?
What are the advantages and constraints of end of level breakdowns?
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.
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