Nick Halme's Blog
Hi, my name is Nick, previously employed as a Development Tester at Relic Entertainment. I fancy myself a writer; I previously wrote a column called Play Fighting for the Escapist, wrote reviews for a Toronto Star affiliated website called Evergeek, and have been keeping a blog (Vancouver Game Design) for a couple years now. I write @a_micro_story in my "spare time".These days I've taken to writing fiction, and am in a bit of a slump in regards to non-fiction game-talk. But I'll do my best to post some interesting stuff here. All of which will, of course, be cross-posted on my blog. Because I am lazy. [/end terribly dense block of rambling text]
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?
Shank is an amusing brawler, but unfortunately the cries of "visuals over gameplay" end up ringing true -- most damagingly in the boss fights.
Kyle Stallock and I go over Dragon Age's quirkiness, the "state" of Rockstar, being immersed in games, and whether or not there is some objective measure of a game's success (then implying that you can make marked "improvements").
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]
@Adam Bishop r n r ...
@Adam Bishop r n r nWhat I mean is dropping into a co-op game in Diablo is very different from doing a PUG in WoW. Typing is kept to a minimum what is there to say and you farm as you would otherwise. It 's not set up to be ...
[Blog - 01/14/2011 - 10:31]
[News - 11/22/2010 - 08:20]