Gamasutra: The Art & Business of Making Gamesspacer
 

Muir Freeland's Comments

Comment In: [News - 02/06/2015 - 07:17]

Make your game F2P and ...

Make your game F2P and get those hooks in players early.

Comment In: [News - 02/03/2015 - 04:13]

I think you also end ...

I think you also end up having to make some assumptions about your core audience when you design tutorials. We designed Blowfish Meets Meteor so it would tell players the basic controls when they needed them and then get out of their way so they could explore them. We were ...

Comment In: [Blog - 02/03/2015 - 01:50]

I 've found the same ...

I 've found the same thing. I think there 's a lot to be said for leaving people with a sense of mystery. Will the hero defeat the villain and save the world gives your imagination a lot more to do than will the gray cube hop on the platforms ...

Comment In: [News - 03/07/2014 - 05:39]

Give it more microtransactions. ...

Give it more microtransactions.

Comment In: [Blog - 02/26/2014 - 11:16]

I used to make a ...

I used to make a lot of stuff with RPG Maker in the early 2000 's. The first couple things I made were well and truly terrible. I remember packing this one game full of totally needless swear words because I thought it made the dialogue edgier or something. Obviously, ...

Comment In: [Blog - 02/14/2014 - 01:59]

I think it would actually ...

I think it would actually crash the Ouya pretty quick -- we went really, really overboard on sprite animations, and the Ouya just doesn 't have the memory for it.

Comment In: [Blog - 01/23/2014 - 05:13]

Personally, I think that the ...

Personally, I think that the childlike wonder the best Nintendo franchises evoke is part of the point. I don 't want them to grow up. There are plenty of other games that do gritty. You could even probably make an argument that MOST other games in the AAA space are ...

Comment In: [News - 01/17/2014 - 04:05]

Nintendo invented, or at least ...

Nintendo invented, or at least popularized, the d-pad, the analog stick, rumbling controllers, motion controls as we know them, and on and on. They constantly experiment with and try new things. Not everything they do catches on, but when something sticks, it sticks -- and everyone tries to ape it. ...

Comment In: [Blog - 01/02/2014 - 04:47]

I don 't think it ...

I don 't think it has to be one or the other. Balance is good

Comment In: [Blog - 12/08/2013 - 11:25]

Really great article. I 've ...

Really great article. I 've also given a lot of thought to difficulty pacing, and I think you 're right on the money.

[Previous] | [Next]