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November 19, 2018
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Fabian Fischer's Member Blogs

Posted by Fabian Fischer on Tue, 30 Oct 2018 11:12:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
Match-based single-player games have an inherent efficiency advantage over more linear formats. However, this advantage is threatened by a specific design problem that frequently occurs in those kinds of games and yet is rarely talked about explicitly.


Posted by Fabian Fischer on Thu, 04 Oct 2018 10:26:00 EDT in Business/Marketing, Design, Production, Indie
Crimson Company is a competitive card game without decks, hands and private collections. Through the introduction of "board drafting", it aims to combine the strengths of the best card battlers, while also tackling some of their central design problems.


There are games that seem deep and full of meaningful interactivity when they actually offer neither, or at least not to the level they are suggesting. Let's take a closer look at some of the tricks games use to create this "phantom depth".


Posted by Fabian Fischer on Wed, 13 Dec 2017 09:29:00 EST in Design, Console/PC, Indie
Story and game. A troubled marriage full of problems and misunderstandings. But what if instead of trying to mash "great narrative" and "great system" together time and again, we actually try to cautiously and deliberately support one with the other?


Posted by Fabian Fischer on Thu, 10 Aug 2017 10:02:00 EDT in Design, Console/PC, Indie
A transparent game's mechanics can be grasped in their entirety. They're not hidden in black boxes, or behind giant formulas. Instead, those games generate challenge via systemic and strategic depth. What's the exact role of transparency in this context?


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.


[More Fabian Fischer Blogs]