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Craig Ellsworth's Member Blogs

Posted by Craig Ellsworth on Tue, 28 Feb 2012 08:53:00 EST in Design, Art, Console/PC
Remembering what it's like to play games as an 8-year-old. This is kind of an open letter to those who believe violence in games is a problem. At the end, it also hypothesizes an alternative to why some kids who play videogames get aggressive.


Posted by Craig Ellsworth on Mon, 27 Feb 2012 11:23:00 EST in Business/Marketing, Design, Console/PC
One aspect of games that intimidates non-gamers is how we define our genres. Let's look at why this is a problem and how we can fix it in the long run. I also use examples from books, movies, and stage productions to compare and contrast genre systems.


Posted by Craig Ellsworth on Thu, 23 Feb 2012 09:30:00 EST in Audio, Design, Console/PC
With a handful of exceptions (music, stealth), most games today do not feature sound as a necessary and essential component of gameplay. What can we do, both in the mechanics/level design and audio development sides, to increase sound integration?


Posted by Craig Ellsworth on Tue, 21 Feb 2012 05:28:00 EST in Business/Marketing, Design, Production
Let's take a look at the merits of Episodic Gaming, from every point of view, from Designer to Publisher to Player. It's a model we should seriously consider being a much bigger chunk of industry games.


Posted by Craig Ellsworth on Mon, 20 Feb 2012 10:50:00 EST in
Musings on the pace of technology, keeping classics alive, and do we actually even have "classics"?


Posted by Craig Ellsworth on Fri, 17 Feb 2012 01:54:00 EST in Business/Marketing, Console/PC
Tired of sequels? There is a surprisingly simple marketing fix that could decrease the risk of creating original IPs and innovative games.


Posted by Craig Ellsworth on Wed, 15 Feb 2012 05:34:00 EST in Design
To make games a storytelling medium that doesn't just mix media, we need to make gameplay drive the story. Includes a history lesson about how movies grew into an art form, how they broke out of copying stage plays, and how to apply that lesson to games.


Posted by Craig Ellsworth on Tue, 14 Feb 2012 01:02:00 EST in Design, Console/PC
A thought experiment on how to better accommodate solo MMO(RPG) players. What would such a game look like, and how much different would it be from today's games? Sometimes, a little change can go a long way.


Posted by Craig Ellsworth on Fri, 10 Feb 2012 05:32:00 EST in Business/Marketing, Design, Console/PC
I got to catch a wild non-gamer and put him in captivity where all he got to do was play Halo: Reach. It was a fascinating look into the behavior patterns of a non-gamer thrust into a strange environment. I only wish I took notes.


Posted by Craig Ellsworth on Wed, 08 Feb 2012 05:26:00 EST in Design
Wherein I babble about board games and videogames, friends and strangers, roleplaying and abstraction, and ultimately wonder if it's possible to create a single-player board game the way we create single-player videogames. Know any?


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