Nick Halme's Blog
I'm the primary QA Tester at mobile SDK startup Fuel, previously employed as a QA Analyst at EAC and as a Development Tester at Relic Entertainment. I dabble in writing; I previously wrote a column called Play Fighting for the Escapist, and wrote reviews for a Toronto Star affiliated website called Evergeek. These days I have tumbled into the world of philosophy as a side-project, and have started a new blog over at Medium.
Contrasting Avalanche Studios' Mad Max with the film franchise from which it draws its context; what is lost in the exchange of mediums, and what is Mad Max the game really about?
Taking a look at the different sort of multiplayer experience Fuel introduces to mobile games, and some of the precedents set by "traditional" gaming which we can apply to mobile with this new environment in mind.
What's so game-like about videogames? Are videogames simply anything we find fun, as long as it's on a computer? Interactive movies? Digital roller coasters? Where is the game in videogames - and why should anyone care about the answer?
What exactly is difficulty in games? Why do we feel obliged to offer difficulty settings in games, and who are they really for?
Is the loot system in Diablo III too random for its own good, and does the game really need an auction house feature?
Dead Rising 2 and Dead Rising 1 are nearly interchangeable products. Case Zero is a bite sized chunk of simple zombie fantasy that seems dismissed as promotional by its creators. But is Case Zero a more promising way to roll out zombie fun?
Nick Halme's Comments
[Blog - 03/27/2014 - 12:06]
Thank you Yeah, Huizinga was ...
Thank you Yeah, Huizinga was actually first introduced to me in that context, alongside Rules of Play by Salen and Zimmerman which is a more direct videogame design textbook . r n r nGood point - I agree that it seems valid to apply McLuhan and even Barthes or Derrida ...
[Blog - 11/28/2012 - 03:58]
When I was interviewing at ...
When I was interviewing at a now-defunct AAA developer I remember asking them about their studio layout, and how the team interfaced. r n r nThe answer I got was surprising: mission designers sat on one side of the building, and environment artists sat on the other side. r n ...
[Blog - 11/27/2012 - 04:25]
[Blog - 08/22/2012 - 04:17]
@Robert Boyd r n r ...
@Robert Boyd r n r nThat 's not entirely accurate. To be fair this article was written after a night with the re-balanced game. While loot drop rates have been increased, the result is that more junk drops. Where I 'm taking issue is the sheer size and randomization of ...
[Blog - 01/14/2011 - 10:31]
[News - 11/22/2010 - 08:20]