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May 22, 2017
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Fabian Fischer's Member Blogs

Posted by Fabian Fischer on Thu, 11 May 2017 10:51:00 EDT in Design, Console/PC, Indie
Modern-day AAA games rely on traditional, linear storytelling. While they are rightfully praised for their cinematic qualities, the gameplay is consequently lacking in substance and dynamics. How can games tell stories without hurting their core identity?


Posted by Fabian Fischer on Wed, 12 Apr 2017 10:00:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
The discourse about video games is shaped by varying degrees of "game literacy". In private conversations this is of course fine. But when it actually comes to pushing the craft forward, we should care about talking to (and not past) each other more.


Posted by Fabian Fischer on Sun, 05 Mar 2017 09:18:00 EST in Design, Console/PC
Gwent not only features unique gameplay mechanics, but its design also manages to strike a delicate balance between chaos and determinism. Additionally, the game's round-based structure gives nuance to its strategic arcs in astonishingly elegant ways.


Posted by Fabian Fischer on Fri, 04 Nov 2016 01:46:00 EDT in Design, Console/PC
The draw of competitive games is tied to their ability to let players gain competence by playing. This iterative learning process is based on cycles of actions and feedback. Therefore efficient feedback is of utmost importance for those games.


Posted by Fabian Fischer on Fri, 19 Aug 2016 05:27:00 EDT in Design, Console/PC
The hype around No Man's Sky was not only fueled by shady marketing methods, but also by fundamentally flawed perspectives for evaluating games within the audience.


Posted by Fabian Fischer on Wed, 24 Feb 2016 06:45:00 EST in Design, Console/PC
Interactivity is what makes our medium unique. In some cases it is used to tell stories or create virtual art galleries. However, if gameplay itself is the core tool for delivering value, shouldn't it then always challenge the player?


Posted by Fabian Fischer on Wed, 03 Feb 2016 01:18:00 EST in Design, Console/PC
While losing in games, and specifically an avatar dying, are most commonly associated with frustration, some games claim the opposite to be true in their case. What kind of games can rightfully make this claim?


Posted by Fabian Fischer on Mon, 05 Jan 2015 01:17:00 EST in Design, Console/PC
Uncertainty is of central importance for any interesting game. Without it, interacting with a given system will only be of highly limited value. What tools can be employed to generate or preserve uncertainty? And which ones demand a close critical look?


Posted by Fabian Fischer on Mon, 01 Dec 2014 01:06:00 EST in Design, Console/PC, Smartphone/Tablet
Videogames come in different forms. Some are interactive movies or dynamic story generators, others are puzzles, dexterity challenges, or sandboxes. This article deals with strategy games as “contests of decision-making” and how to assess their desig


Posted by Fabian Fischer on Mon, 17 Nov 2014 01:38:00 EST in Design, Console/PC
“Progress” has almost become a buzzword in today’s gaming industry. And indeed the idea is of fundamental importance for the motivational power of gameplay. This article takes a critical look at the different forms of progress you may come across.


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