Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases






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


 

Matthew Jenkin's Blog

 

An interested muser on various game topics, particularly stories. More general bloggery can be found at gruntledluddite.wordpress.com

 

Member Blogs

Posted by Matthew Jenkin on Mon, 06 Feb 2017 10:04:00 EST in Design
People get annoyed an "Inventory Tetris". What is it, why it's a worthwhile mechanic, and when should/shouldn't it be included?


Posted by Matthew Jenkin on Thu, 11 Feb 2016 02:00:00 EST in Design, Console/PC, Indie
A game story doesn't need to be complex, but still needs to engage the player. This can be difficult; I speculate on why this is, and (if so) how to fix it.


Posted by Matthew Jenkin on Mon, 20 Jul 2015 02:30:00 EDT in Design, Console/PC
I recently was confronted by my own prejudices around "turtling", and much musing resulted. Is it (and similar behaviours) really as bad as our gut instinct says?


Posted by Matthew Jenkin on Fri, 26 Jun 2015 01:42:00 EDT in Design, Production
A common approach to the complaint of grinding in RPGs is adding rewards or achievements for those players that persist. Thinking about why people dislike grind may suggest other solutions.


Posted by Matthew Jenkin on Mon, 20 Oct 2014 02:12:00 EDT in Business/Marketing, Design
Some ponderings on the current state of game genres, with speculation on why and how they could be better defined.


Posted by Matthew Jenkin on Sun, 08 Jun 2014 07:37:00 EDT in Design, Serious
Lots of games have implemented a "morality system", but these often leave players underwhelmed. A random insight from a match-3 game suggests a reason why, and an approach to solving the problem.



Matthew Jenkin's Comments

Comment In: [Blog - 02/11/2016 - 02:00]

There are certainly plenty of ...

There are certainly plenty of games that don 't suffer from this problem. But there are others where what the game wants you to do isn 't what the player wants to do. r n r nI agree that rewards shouldn 't be cheap - that 's why I suggested ...

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

Perhaps I was unclear. I ...

Perhaps I was unclear. I know people are generally like that, having read about the work of Daniel Kahneman and Amos Tversky. I believe these tendencies are the main driver of turtling, save scumming, etc.

Comment In: [Blog - 06/26/2015 - 01:42]

Thank you all for your ...

Thank you all for your responses. r n r nPerhaps I could explain myself better and incorporate your insights and corrections . I consider grind to be a player feeling, not a game mechanic. I believe this feeling can be reduced if in-game activities are given purpose. r n r ...

Comment In: [Blog - 06/08/2014 - 07:37]

That 's a rather nifty ...

That 's a rather nifty idea, especially the idea of alliances based on how similar your stats are. r n r nIn general, we 're probably talking about a distance between two n-dimensional vectors where n is the number of attributes being tracked . r n r nIt also makes ...

Comment In: [Blog - 05/23/2014 - 05:12]

I think you 're right, ...

I think you 're right, which is why we need to explore other methods and techniques that fit better with an interactive system. Dynamic storytelling is one such approach. r n r nI like the idea of focusing on the richness of the setting and characters, and then having the ...