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Nick Halme's Expert Blogs

Posted by Nick Halme on Sun, 25 Jul 2010 09:10:00 EDT in Design
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").


Posted by Nick Halme on Sun, 11 Jul 2010 03:20:00 EDT in
SOCOM is supported by the Navy Seals. America's Army is funded by the U.S. Army. Modern Warfare 2 has one scene involving civilians, and stands alone in having civilians at all in a war game. Should we be making war games with actual Mature content?


Posted by Nick Halme on Tue, 18 May 2010 01:39:00 EDT in Design
Lost Planet is a very pretty, very chaotic and unbalanced multiplayer-centric third person shooter. These are some things this strange game from the East has taught me.


Posted by Nick Halme on Sat, 17 Apr 2010 03:53:00 EDT in Design
The discussion surrounding videogames as art is a tired one we would all like to forget. But Roger Ebert is insistent, and perhaps rightly so, to continue the debate. I'm just not sure he understands the field he is criticizing.


Posted by Nick Halme on Wed, 31 Mar 2010 03:28:00 EDT in Design
Thoughts on adding moment to moment variation by investigating the role of player states for both players and AI.


Posted by Nick Halme on Fri, 26 Mar 2010 11:06:00 EDT in Design
Objectives shouldn't be distractions, they should be systems that reward excellence at core gameplay, or teamwork.


Posted by Nick Halme on Wed, 24 Mar 2010 09:36:00 EDT in
A recorded playsession of Far Cry 2, written in the voice of a player.


Posted by Nick Halme on Mon, 08 Mar 2010 05:58:00 EST in Design
Kotaku proffered that there is a lack of virtual female soldiers in video games chiefly because it's too much work to create the extra models needed to display female counterparts. I argue that it's a real world issue, and explore the deeper question.


Posted by Nick Halme on Wed, 03 Feb 2010 10:28:00 EST in Design
Let's halt for a second and reflect on what story offers a videogame -- can it be damaging? What are good videogame stories? Are games with stories good because of the stories? Do we even need them? I have no idea, but I'd like to talk about it more.


Posted by Nick Halme on Mon, 21 Dec 2009 03:16:00 EST in Design
Trueskill is Microsoft's matchmaking system evolved from the Chess Elo system -- but does it work for the players that populate video games?


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