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Christopher Gile's Member Blogs

Posted by Christopher Gile on Tue, 30 Dec 2014 02:04:00 EST in Design, Console/PC
Who has to make the plays in a game, the one in the lead or the person who is behind? Why?

Posted by Christopher Gile on Mon, 22 Dec 2014 02:36:00 EST in Design, Console/PC
Dragon Age removed infinite sustain in favor of temporary shields, lets talk about how that changes the game's combat.

Posted by Christopher Gile on Thu, 11 Dec 2014 01:46:00 EST in Design, Console/PC
When do you restore a player's mana and how does that effect how a player plays the game?

Posted by Christopher Gile on Fri, 05 Dec 2014 02:51:00 EST in Design, Console/PC, Indie
The Silent Protagonist is a very weird convention in video games, lets talk about it.

Posted by Christopher Gile on Wed, 12 Nov 2014 01:39:00 EST in Design, Art, Console/PC, Indie
With the graphical arms race in games it is worth asking why you might not want more detail and higher res graphics.

Posted by Christopher Gile on Mon, 03 Nov 2014 03:43:00 EST in Design, Console/PC
Games are about reaction as much as action, but for guns in games reaction is much more difficult to enable because you can't react to the instantaneous speeds with which bullets fly. How do we deal with that?

Posted by Christopher Gile on Tue, 28 Oct 2014 02:14:00 EDT in Design, Console/PC
A game's characters may love peace but what does the game they inhabit value? Let's look at Ogre Battle 64 and try to understand what it values and how those values contrast with the values of the game's characters and narrative.

Posted by Christopher Gile on Mon, 20 Oct 2014 02:12:00 EDT in Design
How button space impacts level design and how we can mitigate that problem.

Posted by Christopher Gile on Fri, 07 Jun 2013 11:25:00 EDT in Design, Console/PC
When players do well, do we reward them by making the game harder or easier?

Posted by Christopher Gile on Wed, 16 Jan 2013 02:53:00 EST in Design, Console/PC
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?

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