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March 26, 2017
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Nikhil Murthy's Blog

 

I am a programmer and designer at Why Not Games.

I love prototyping games and participating in jams. I also really like breaking down problems with my games to their root causes and I like solutions that solve multiple problems at once. Elegance in games is very important to me.

My site:

http://whynotgames.in/

Twitter:

https://twitter.com/murthynikhil

LinkedIn:

https://www.linkedin.com/pub/nikhil-murthy/24/86a/155

 

Member Blogs

Posted by Nikhil Murthy on Tue, 10 Jan 2017 09:46:00 EST in
Examining Rock, Paper, Scissors and why people don't play it for fun.


Posted by Nikhil Murthy on Fri, 26 Aug 2016 10:40:00 EDT in Design
Looking at the original Pokemon games and Pokemon Go for ways to add value to the pieces of your game.


Posted by Nikhil Murthy on Wed, 02 Mar 2016 09:31:00 EST in Design
Letting players express themselves in a game can be a very powerful tool. This article goes over a few concepts to help you better support self-expression for your players.


Posted by Nikhil Murthy on Mon, 21 Dec 2015 01:42:00 EST in Indie, Design
How the game Drowning In Problems affected me and why I think it was so powerful.


Posted by Nikhil Murthy on Mon, 12 Oct 2015 01:50:00 EDT in Design, Indie
About the combat system of Renowned Explorers, how it remains deep and why I like it so much.


Posted by Nikhil Murthy on Thu, 11 Jun 2015 01:08:00 EDT in Design
Depth and complexity are core concepts for the successful design of a game. However, both of them have become overloaded in meaning and sometimes feel indistinguishable. Here is my current thinking on these two subjects.



Nikhil Murthy's Comments

Comment In: [News - 02/13/2017 - 05:00]

This was a great article ...

This was a great article It 's always fun to read the reasoning behind features. Thanks for writing this.

Comment In: [Blog - 01/10/2017 - 09:46]

Well, yes and no. Choosing ...

Well, yes and no. Choosing an option randomly when it is presented to you is very difficult for people to do. Rolling a fair die to determine the move you want to make when playing RPS through a computer is quite easy. It requires some discipline for sure, but is ...

Comment In: [Blog - 12/14/2016 - 05:45]

Correct me if I 'm ...

Correct me if I 'm wrong, but isn 't a side effect of using generators that make generators like this while also making the cost of generators exponential that the time between the player being able to make purchases increases less sharply for high values of x than in a ...

Comment In: [Blog - 07/22/2016 - 03:31]

I agree that the nice ...

I agree that the nice thing about the bad UI is that it gets people talking to each other trying to figure stuff out. My issue is that you can achieve the same goal in many ways, most of which don 't have the many costs of a bad UI. ...

Comment In: [News - 03/08/2016 - 03:10]

I had really been looking ...

I had really been looking forward to Rising Thunder.

Comment In: [Blog - 01/15/2016 - 01:14]

That 's a great point. ...

That 's a great point.