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Blogs

Mark Venturelli's Comments

Comment In: PRACTICE: Irrational's Gaynor On Better Storytelling, Player Freedom Through Gating [News - 10/29/2011 - 02:50]

I guess the best use ...

I guess the best use of gating I've seen recently is Dark Souls.

Comment In: A Status Effect Stacking Algorithm [Blog - 11/01/2011 - 01:02]

Actually most of the solutions ...

Actually most of the solutions you talked about depend on what experience you want to deliver and what strategies you want to emerge out of it. Your final solution allow players to create strategies where they only need to apply a huge status once and then prolong it with smaller ...

Comment In: The Abstraction Of Skill In Game Design [Feature - 10/20/2011 - 04:20]

I'm sorry, I just don't ...

I'm sorry, I just don't find the article useful in any meaningful way. The article's definition of skill , in the first place, is non-existant - or very shallow at best. Built upon that are apples and oranges game examples and a completely irrelevant conclusion. Looks like the author could ...

Comment In: 9 Things We can Learn about Game Design from Dark Souls [Blog - 10/10/2011 - 07:37]

Games like Dark Souls may ...

Games like Dark Souls may be useful for exploring esoteric design concepts. But everyone who raves about them shouldn't lose sight of the fact these games are in fact, completely inaccessible to the vast majority of the players in all audiences and markets. As are the best works in any ...

Comment In: Ex-Rare Devs Form XBLA Team Starfire Studios [News - 10/13/2011 - 10:03]

Good luck to them, but ...

Good luck to them, but couldn t they stay clear of this annoying trend of naming games Title: Generic normally Genesis, Reckoning, Vengeance, Origin, etc .

Comment In: Focus Groups, Testing, And Metrics: Developers Speak [Feature - 10/04/2011 - 04:15]

Very bad, confusing and misleading ...

Very bad, confusing and misleading article, unfortunately. Mainly for the reasons stated by Michael and Lars in the comments above.

Comment In: The Creative Intent of Rage [Feature - 10/03/2011 - 04:30]

Actually, Brandon's attitude was the ...

Actually, Brandon's attitude was the main reason I thought this interview was great. The id guy was just repeating generic PR stuff and Brandon gave him several opportunities to talk more openly - this is Gamasutra, not IGN.

Comment In: The Great Game Design Debate: Persistent World vs. Static Progression Edition [Blog - 09/29/2011 - 02:19]

Saying I prefer this or ...

Saying I prefer this or I prefer that makes absolutely no sense because these mechanics are not meaningful by themselves. These are just design patterns, they can be used very well or very badly depending on the whole system and what is the experience you want to provide.

Comment In: Opinion: Guild Wars 2 Fights The Subscription Racket [News - 09/29/2011 - 10:10]

Anyone that thinks the Arenanet ...

Anyone that thinks the Arenanet designers aren't very bright needs to get a serious reality check.

Comment In: Interview: Lifeless Planet's David Board Bursts Onto Indie Scene [News - 09/28/2011 - 04:18]

I guess that boom was ...

I guess that boom was mainly because of RPS's John Walker sudden enthusiasm for it.

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