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December 6, 2016
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Lewis Pulsipher's Comments

Comment In: [News - 01/29/2016 - 04:02]

In the long run, VR ...

In the long run, VR will succeed - because people want to reach the Star Trek holodeck stage for maximum immersion. Whether the current products will start that progression, or fail as those of the past have failed, is subject to all kinds of chance and unforeseen factors such as ...

Comment In: [Blog - 01/04/2016 - 01:31]

This is clearly the best ...

This is clearly the best thing from you that I 've read, and very well expressed. Absolutely, puzzles are designed to get solved, and games are designed not to get solved. Which means, the experience and process of designing a puzzle is quite different from the same for designing a ...

Comment In: [Blog - 01/05/2016 - 12:29]

I have maintained for years, ...

I have maintained for years, that if you cannot lose, then the game loses all possibility of depth of play. And if you can save anytime, you can 't lose. r n r nSaves are popular in considerable part because many games are actually puzzles with always-correct solutions, so that ...

Comment In: [Blog - 12/21/2015 - 01:42]

I see a semantic obstacle ...

I see a semantic obstacle here. Being inspired to do something is not at all the same as relying on inspiration to provide the answers you need in designing a game. The latter involves reliance on creativity, the former is much akin to enthusiasm.

Comment In: [News - 09/14/2015 - 01:59]

Any game designer worth his/her ...

Any game designer worth his/her salt listens to ideas and comments from anyone and anywhere. The source of the idea or comment has nothing to do with its merit, after all, you have ordinary gamers playtest games, yet you listen to what they say, otherwise why playtest

Comment In: [Blog - 08/06/2015 - 12:43]

I think Rickard has it ...

I think Rickard has it right. r n r nA very different way to express this might be, does the developer treat the player only as a means to an end, or does the developer treat the player as an end in him/herself Kant 's form of the Golden Rule: ...

Comment In: [Blog - 07/20/2015 - 02:30]

If the game design strongly ...

If the game design strongly encourages turtling, good players will turtle, whether they 're naturally aggressive or defensive. r n r nTurtling is usually undesirable in games for more than two sides, but there 's nothing inherently bad about it. I always laugh when someone is called a camper as ...

Comment In: [Blog - 06/19/2015 - 06:01]

Fundamentally, supply and demand dictate ...

Fundamentally, supply and demand dictate that game prices will fall, because more and more games are published each year. If a game costs more than someone wants to pay, it 's pretty easy to find cheaper alternatives simply because there are so many games trying to get your attention. r ...

Comment In: [News - 05/18/2015 - 04:07]

1. The word educational has ...

1. The word educational has bad connotations in the USA though not in Germany . Educational equals work, dull work at that. Educational game is an oxymoron, to most people. r n r n2. Perhaps this is generational. Hard to know. r n r n3. Serious game academics are convinced ...

Comment In: [Blog - 04/20/2015 - 01:22]

Ultimately, the programmed opponent at ...

Ultimately, the programmed opponent at least, as programmed nowadays is predictable. Behavior of a programmed opponent with randomization can be predicted in ways that one cannot for a good human opponent. Weaker human opponents may be predictable in the same way that programmed opponents are usually predictable. A computer opponent ...

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