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Blogs

Lewis Pulsipher's Comments

Comment In: Strategic Thinking Is Becoming Rare Among Game Players [Blog - 12/06/2011 - 08:54]

I recognize the virtues of ...

I recognize the virtues of cooperative games. My favorite commercial game, as I said, is D D, an ultimately cooperative game when played right it can be played lots of different ways... . Nonetheless, my observation is that Euro games that are theoretically competitions, often aren't competitive. And they're certainly ...

Comment In: Teaching Game Design: The Problems [Blog - 12/01/2011 - 11:37]

Spoken like a programmer and ...

Spoken like a programmer and probably one who has never had a tabletop game commercially published . I disagree with you strongly. And I hasten to add, I have worked as a professional programmer, though not on video games. Designing any game to 80 completion is easy , video or ...

Comment In: 6 words about "wargames" [Blog - 11/29/2011 - 05:34]

Harmless models of an ugly ...

Harmless models of an ugly reality Strategic models for intelligent game play Modeling the most far-reaching human activity Models of years of organized mayhem Simulations that cannot recreate the reality Tools that help educate history buffs

Comment In: 6 Word Descriptions - What Is a Programmer? [Blog - 11/14/2011 - 05:08]

Precisely and logically instructs the ...

Precisely and logically instructs the computer. Solves various problems of computer logic. Six words is tough.

Comment In: Opinion: Who Will Survive The Digital Tsunami? [News - 11/11/2011 - 04:25]

What drives the success of ...

What drives the success of the free to play market is that we're in the age of instant gratification and convenience. People playing a freemium game will pay money because they want to do something NOW rather than wait, and because they are willing to pay the money for the ...

Comment In: 6 Word Descriptions - What Is A Game Designer? [Blog - 11/03/2011 - 11:07]

If you'd like to see ...

If you'd like to see many other suggestions, at Boardgamegeek: http://boardgamegeek.com/thread/719402/what-does-a-game-designer-do-in-6-words-or-10/page/1

Comment In: How Many Choices is “Too Many”? [Blog - 10/25/2011 - 07:08]

Have you ever heard of ...

Have you ever heard of a game called Left-Right-Center or LRC http://en.wikipedia.org/wiki/LCR 28dice game 29 There are no viable choices. It is entirely random, and played by adults including my extended family at Christmas time , but evidently sells quite well. It is of the don't make me think school ...

Comment In: Reality Management Important for Game Designers [Blog - 09/12/2011 - 09:05]

You can measure customer satisfaction ...

You can measure customer satisfaction by asking customers if they're satisfied, though you're not counting that. Unfortunately, in typical survey formats you often don't get reliable replies. For practical purposes, in playtesting you're asking representatives of your target market whether they like your game, and how much, but I think ...

Comment In: The Hypocrisy Of AAA Accessibility [Blog - 07/11/2011 - 02:21]

I see David's point of ...

I see David's point of view, even though all the evidence I've seen is that games in general are getting easier rather than harder, with specific exceptions such as Mass Effect. Nonetheless, AAA games are being promoted and sold through their stories as much as, if not more than, their ...

Comment In: Team Bondi: My Side Of The Story [Blog - 07/12/2011 - 08:07]

And yet it's been shown ...

And yet it's been shown many times that working 60 hours a week results in 40 hours worth of work, after the first weeks of crunch. In other words, it is largely fruitless. The 40 hour work week is there for a reason. So why do teams keep doing it

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