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Neil Sorens's Blog   Expert Blogs

 

I've been designing professionally for 13 years (and much longer as a hobby) and couldn't imagine myself doing anything else.

I have an endless fascination with gaming's unexplored possibilities. Much of my writing on this site is about taking advantage of unexploited (or under-exploited) game design opportunities. The toughest part of game design is not giving players what they ask for (sequel to GameX), but figuring out what they want and don't yet realize they want.

 

Expert Blogs

Posted by Neil Sorens on Tue, 11 Jun 2013 10:39:00 EDT in Design, Console/PC, Social/Online, Smartphone/Tablet
Current practices in connected games that need to change to achieve long-term success.


Posted by Neil Sorens on Thu, 11 Apr 2013 05:59:00 EDT in Business/Marketing
As President of the United States, I will step in to get the US video game industry back on its feet.


Posted by Neil Sorens on Mon, 17 Dec 2012 11:49:00 EST in Business/Marketing, Console/PC, Indie, Smartphone/Tablet
Why the current level of indie game development isn't sustainable, and what will cause it to falter


Posted by Neil Sorens on Tue, 03 Jul 2012 11:55:00 EDT in Design, Console/PC
How basing Diablo 3's character progression on auction house use led to unhappy players.


Posted by Neil Sorens on Wed, 10 Aug 2011 04:22:00 EDT in Design, Social/Online
A visit to Zynga's fabulous new amusement park.


Posted by Neil Sorens on Thu, 17 Mar 2011 04:38:00 EDT in Design
Would scientific experiments that collect data on brain activity advance the field of game design? I'd sure like to run some!



Neil Sorens's Comments

Comment In: [Blog - 04/26/2014 - 12:09]

I think far more games ...

I think far more games and dev/publisher strategies have gone in the reverse direction, starting out with a innocuous F2P implementation and then becoming very aggressive in naked selling of advancement - and sticking with it because it makes more money. The new Plants vs. Zombies, for example. r n ...

Comment In: [Blog - 06/26/2013 - 08:16]

No, the blocker levels that ...

No, the blocker levels that rely on luck or RMT-obtained powerups for completion start out very infrequent and grow in frequency steadily over the course of the game. Eventually, you simply have to be really lucky or spend money to progress. Skill is often only a minor factor, especially in ...

Comment In: [News - 06/11/2013 - 06:42]

So publishers can use codes ...

So publishers can use codes and other measures against used games, but they can 't charge for online play specifically because Sony advertises that to customers as being a PS benefit. r n r nSeems like semantics, when the basic truth is that the only real difference between XB1 and ...

Comment In: [News - 04/29/2013 - 03:39]

@Ramin - Yes, you are ...

@Ramin - Yes, you are correct. We are already seeing a flood of people all chasing the whales upon which a F2P relies for success, and they will be overfished. The flood of publishers and developers leaving console land with their wagons painted iOS or bust are in for a ...

Comment In: [Blog - 04/04/2013 - 03:19]

it 's not a particularly ...

it 's not a particularly hospitable industry for women as indicated by the meager gender ratio r n r nDoes this mean that the education field and college admissions as well are inherently hostile to men, because they have a significantly higher percentage of females in them

Comment In: [News - 03/19/2013 - 08:55]

Sarah, so we need to ...

Sarah, so we need to make games with female leads because they will appeal more to females That implies that yes, male leads will appeal more to male gamers. And if your primary concern is appealing to as many people as you can or at least, appealing to as many ...