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November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [13]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
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November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [49]
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November 22, 2009
 
Trion Redwood City
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Sucker Punch Productions
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Sucker Punch Productions
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Sucker Punch Productions
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Sucker Punch Productions
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Crystal Dynamics
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Monolith Productions
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Blogs

Davneet Minhas's Blog

Davneet Minhas is an avid videogame player who, until recently, lacked an outlet for his many musings on game design and the industry itself. You can find more of his writing at http://useyourmousegaming.blogspot.com/.

Member Blogs

Game Objectives vs. Social Behavior  Featured Blogs
Posted by Davneet Minhas on Wed, 08 Jul 2009 06:48:00 EDT in Game Design
As presented by Professor David Myers, online social gaming etiquette runs contrary to in-game objectives. Consequences of and solutions to this paradox are explored.
Read More... | 3 Comments

The Videogame Marketing Dichotomy  Featured Blogs
Posted by Davneet Minhas on Wed, 01 Jul 2009 08:37:00 EDT in Production
Are there two types of videogame advertising, hype-driven and information-driven, which are mutually exclusive in their ability to affect consumers?
Read More... | 4 Comments

Emotion, Frustration, Loss of Control  Featured Blogs
Posted by Davneet Minhas on Thu, 25 Jun 2009 11:48:00 EDT in Game Design
Given their interactive and intimate nature, I believe videogames have the ability to extract emotions from individuals better than any other medium. Despite its resiliency, there is however one emotion that should be avoided at all costs, frustration.
Read More... | 2 Comments

   

Davneet Minhas's Comments

Comment In: Develop 2009: Thatgamecompany's Chen On How Emotion Can Evolve Games [News - 07/15/2009 - 06:50]

Emotional impact and fun are ...

Emotional impact and fun are not mutually exclusive like some people seem to be implying. Having fun with a game is a direct result of emotional impact, and the more varying emotions a game is able to produce, the more fun it will be. Of course with those varying emotions ...

Comment In: Game Objectives vs. Social Behavior [Blog - 07/08/2009 - 06:48]

Thanks for the comment Raymond, ...

Thanks for the comment Raymond, I should have elaborated a bit in referencing GTAIV. I simply didn't find very many of the objectives in GTAIV to be compelling. The game, much like most sandbox games, is about giving the player freedom to do what they want, to craft their own ...

Comment In: Opinion: Mother Theresa Or Hitler? Designing for Ambiguous Moral Choice [News - 07/09/2009 - 05:01]

I'm not sure I agree ...

I'm not sure I agree with Ian or Davneet regarding morality as a system for determining party composition. In Mass Effect, when you chose which character to save, is this a moral decision, or a gameplay decision Are you deciding which character DESERVES to be saved Or are you choosing ...

Comment In: What Is A Good Game Story? [Blog - 06/25/2009 - 12:37]

I believe Louis is on ...

I believe Louis is on the right track. A good story is a good story, and good stories typically incorporate well-developed characters, surprising yet foreshadowed plot twists, etc. However, how well a story is executed depends on the use of the medium. Novels are not a visual medium, and to ...

Comment In: Emotion, Frustration, Loss of Control [Blog - 06/25/2009 - 11:48]

Thanks for the feedback Corey, ...

Thanks for the feedback Corey, and you're right. Everyone is different and everyone has varying frustration levels. I can say that DMC3 and Ninja Gaiden are two games that really frustrated me, more so than Prototype, and as a result I never finished either. On the other hand there are ...