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Martin Nerurkar's Comments

Comment In: No More Wrong Turns [Feature - 08/25/2009 - 04:55]

@Jesse, Your examples aren't really ...

@Jesse, Your examples aren't really repulsors. Instead these are side routes, which should clearly be communicated as possible paths, but not the primary one. The drop down should clearly look like the way to continue, not a dead end - otherwise players will not take it. Also you need to ...

Comment In: Weapon Balancing Based On Gameplay Situations (Part One) [Blog - 06/28/2009 - 03:24]

Also in regards to CounterStrike, ...

Also in regards to CounterStrike, there is the balancing factor of Money. Even the worse weapons see some use, at least in the beginning of the round. Also the sole existence of money REQUIRES the game to be different. If more expensive weapons weren't better, they'd be broken and wouldn't ...

Comment In: No Unjustified Murder - Kane & Lynch [Blog - 06/27/2009 - 12:16]

Addendum: Also it'd be great ...

Addendum: Also it'd be great if you could link to my personal blog on your article. That'd be great.

Comment In: No Murder - Mirror's Edge [Blog - 06/24/2009 - 11:49]

I've written the post I ...

I've written the post I mentioned earlier in reference to a post from Adam Bishop. You can read it here: http://gamearch.com/2009/06/27/no-unjustified-murder/

Comment In: Verticality Is The New Co-op? [Blog - 05/29/2009 - 05:35]

Heh yeah, that was mentioned ...

Heh yeah, that was mentioned on my blog too. Forgot mentioning it here in the update.

Comment In: Immersion vs. Flow? [Blog - 05/09/2009 - 05:11]

@John Smith: Isn't what you ...

@John Smith: Isn't what you cannot do as much part of the mechanics as what you cannot do What I mean to say is that since you're an active part of the game you interact directly with it via the rules. And you somtimes end up thinking of the game ...

[Previous Martin Nerurkar Comments]   

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