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Erin Hoffman's Comments

Comment In: Majesco To Raise Over $9 Million In New Funds [News - 09/17/2009 - 09:27]

What Tactical errors At Majesco ...

What Tactical errors At Majesco No way.

Comment In: Life, Addictive Game Mechanics, And The Truth Hiding In Bejeweled [Blog - 09/16/2009 - 09:31]

@J -- a good point. ...

@J -- a good point. The difficulty with articles such as that one -- or, since that's not fair, better to say what is DONE with articles such as that one by others -- is that it isn't what they're saying that's the problem, it's what they're not saying. Small ...

Comment In: The 'Ideas' Guy [Blog - 03/10/2009 - 12:54]

Great post. I try to ...

Great post. I try to talk to students when I can, and I don't think I've given a single presentation where someone hasn't asked at least one, but usually multiple of the following variant questions: a how can I sell my design idea to a publisher , b how do ...

Comment In: Question on The Art of Game Design: A book of lenses [Blog - 03/14/2009 - 08:04]

Hi Reid. Sorry I don't ...

Hi Reid. Sorry I don't have an answer for you, but I'd be interested in this, too, as I loves me some Kindle. I actually came in here to volunteer to throw myself on the grenade and just order it, but I stopped up short upon noticing that the Kindle ...

Comment In: Anticipation in Games [Blog - 03/19/2009 - 07:08]

Interesting point I hadn't thought ...

Interesting point I hadn't thought of explicitly, Christiaan, thanks for posting this. : From a game design standpoint I can see the 'purist' perspective of immediately responsive controls, but if you want immersion, things like gravity and resistance which create anticipation, I'd say contribute to that sense of being in ...

Comment In: The Case for Writers as Game Designers [Blog - 03/20/2009 - 12:58]

Hi Adam. There are some ...

Hi Adam. There are some good points in this post, but overall I think the logic is a little confused. And possibly because I am one of those crazy people pursuing concurrent writing and game design careers this general topic hits home for me. But I don't think your post ...

Comment In: The First Real MMO [Blog - 03/16/2009 - 09:05]

I would make a certain ...

I would make a certain token argument for size counts only because it's a sort of brute-force measurement for a whole collection of probable emergent effects. I think that there is something that emerges out of a game when you have 1000 concurrent players, both in terms of social stratification ...

Comment In: Optimization And Game Mechanics [Blog - 03/14/2009 - 09:44]

Thanks for the comment, Ron. ...

Thanks for the comment, Ron. I think what you're describing about Soul Reaver is absolutely what I'm talking about -- as a player in an immersive environment the tendency to attempt to optimize is natural to the point of being at the fundamental core of human nature itself. But from ...

Comment In: Opinion: Crisis Core's Quiet Redefining Of The Gameplay Narrative Divide [News - 01/20/2009 - 03:30]

Very interesting spot analysis of ...

Very interesting spot analysis of a new narrative construction -- much appreciated. The connection between memory and action, and the ability to potentially break the linearity of narrative, is one of the most interesting things gameplay can bring to the storytelling table. In addition it would seem this system connects ...

Comment In: Study: Violent Games, TV Influence Aggressive Behavior [News - 11/28/2007 - 01:12]

And yet no links to ...

And yet no links to be found to the actual study and data, and no explanation of how they make the jump from high intensity TV viewing in the 60s to first-person shooter games... and the same lab with the same researchers also has a study on how prayer makes ...

[Previous Erin Hoffman Comments]   

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