Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 25, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Lewis Pulsipher's Comments

Comment In: [Blog - 05/13/2016 - 01:45]

Every battle should feel like ...

Every battle should feel like a boss fight. But then every boss fight feels just like fighting any other monster. r n r nGood pacing requires highs and lows, or the highs lose much of their feeling. r n r nNow if you mean something like, a battle should feel ...

Comment In: [Blog - 04/29/2016 - 03:16]

Bart, your comments are as ...

Bart, your comments are as succinct and illuminating as ever. r n r nWhat we call games is a vastly greater spectrum than in the distant past, when board games such as chess, go, nine-men 's morris, checkers, were very much consequence-based, where your every move had to be predicated ...

Comment In: [Blog - 04/21/2016 - 02:02]

If you 're looking for ...

If you 're looking for realistic-looking terrain maps, there 's an infinite startup supply in existing maps of the earth. Scale something up or down . For example, if you take a bit out of the Falkland Islands, or Tierra del Fuego, who 's going to know where it came ...

Comment In: [Blog - 03/22/2016 - 06:36]

I must agree, given the ...

I must agree, given the large number of creative people who don 't make a living at their creation - and often don 't even try to - work might belong on the top of this pyramid.

Comment In: [News - 02/18/2016 - 08:10]

Not surprising that game writers ...

Not surprising that game writers have had an uphill battle. Considering that the programming teams often disrespect the role of game designers , you 'd expect game writers to come off even worse. And then some of the writers start to think of themselves as game designers, which is a ...

Comment In: [Blog - 03/19/2014 - 04:50]

Betting does not equal gambling. ...

Betting does not equal gambling. Gambling in this context seems to be entirely chance-based, hence the distinction the author makes when some kind of skill is involved.

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]

Without looking it up, wasn ...

Without looking it up, wasn 't much of the Sistine Chapel actually painted by assistants according to outlines of M That 's certainly craft. r n r nFor smaller paintings done by one person, yes, you can talk endlessly about how much is inspiration and how much perspiration. r n ...

[Previous] | [Next]