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John Bell's Blog


Hi all! I'm head of Lazy Brain Games, which has produced a number of retro action games including Bug Hunt, Infernal Edge, and Continue? Philly Under Fire. Outside of video games, I also work as a Chess Instructor.


Member Blogs

Posted by John Bell on Thu, 31 Jan 2013 11:55:00 EST in Design
Every designer has experienced it: that moment during playtesting when players just don't "get it" and the designer has to change something.

Posted by John Bell on Tue, 29 Jan 2013 06:23:00 EST in Design
It seems almost dogmatic; don't limit the players choices, present him with a wealth of options at his disposal to give him a richer experience. The issue with non-linearity is that if a little is good, then more is better... right?

John Bell's Comments

Comment In: [News - 10/18/2013 - 08:42]

As someone who has made ...

As someone who has made retro-styled games for over 3 years free of charge, from my perspective attempting to make money comes down to basic economics. When there 's a high supply games then the demand goes down. When demand goes down, prices go down. This is why when I ...

Comment In: [Blog - 03/07/2013 - 03:35]

I generally agree with what ...

I generally agree with what this article is trying to get across, of course games should have peaks and valleys in difficulty and casual and hardcore labels are overly dogmatic. I can 't but feel that the statements made are just too broad and vague. All games should have casual ...

Comment In: [Blog - 01/31/2013 - 11:55]

Glad to be of service ...

Glad to be of service :D

Comment In: [Blog - 01/29/2013 - 06:23]

Things like choosing different fighting ...

Things like choosing different fighting styles and choosing branching paths are both non-linear in the sense that two different players can have two different experiences based on their choices. I didn 't really draw that parallel in the article, I admit it was pretty vague how the two where connected. ...

Comment In: [Blog - 09/13/2012 - 06:41]

Some very good points I ...

Some very good points I 'll rebut and leave the floor to you r n r nIn essence, a game shouldn 't conform to a weak players skills, but instead sculpt that weak player into a strong one and make it fun in the process. Hardship shouldn 't be avoided, ...