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February 23, 2017
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Randy OConnor's Comments

Comment In: [Blog - 12/03/2011 - 11:57]

Thanks for all the thoughts, ...

Thanks for all the thoughts, folks. I should say that I probably exaggerated the difference in preference a bit. People that try the game often like it, many of them even without asking about more control. They just say it's really hard. My goal was to be unique, to create ...

Comment In: [Blog - 10/30/2011 - 05:14]

So glad to hear that, ...

So glad to hear that, and I wish you the best of luck with it It is a tough time getting started, because we do all have our own goals. But even meeting and talking about your own stuff and showing your games to others in person is super useful. ...

Comment In: [News - 08/17/2011 - 03:45]

I agree with Matthew ...

I agree with Matthew

Comment In: [Blog - 07/02/2011 - 08:25]

Right What any player expects ...

Right What any player expects is that what they play has love and polish where it matters. When you play the game, it needs to not crash, when you get to the end of a level and want to know how you did, it should tell you the stats you ...

Comment In: [Blog - 05/11/2011 - 01:23]

Thanks for the info, that ...

Thanks for the info, that was an interesting talk Martin gave. It actually feels like he ends up going off the deep end. He ends up with games where the player doesn't matter, and I think the player should have a strong effect on how a system evolves. In general ...

Comment In: [Blog - 03/27/2011 - 03:14]

Thanks for both of your ...

Thanks for both of your comments, I have actually revised the blog post accordingly to explain what I believe are specific healthy/unhealthy mechanics, and also to remove much of the wording which directly implicates the social games industry. I entirely agree that this is industry-wide, but I focus on Farmville ...

Comment In: [Blog - 02/13/2011 - 04:47]

Well, I think it's pretty ...

Well, I think it's pretty much agreed upon that most designers get their foot in the door often through other avenues. QA testing, level design, art, coding, all of the aspects of game development inform design, so I would recommend that you choose an aspect of game creation that you ...

Comment In: [Blog - 01/03/2011 - 03:45]

Nice post, I agree with ...

Nice post, I agree with much of what you said. Playing through games where you get points to add to skills at each level I find I almost always just balance things across the board. Add some magic here, add some strength, add some health. And it's funny, because I ...

Comment In: [Blog - 12/31/2010 - 10:25]

Interesting scale, Mauricio, though competition ...

Interesting scale, Mauricio, though competition can be direct as well. -Defining games is like trying to define art: it's subjective, a personal opinion grown over time. Games are more like art than they are like movies, that's what I am saying, they are larger than a medium . When I ...

Comment In: [Blog - 12/02/2010 - 03:02]

I did a five-year animation ...

I did a five-year animation degree at a university because I had no desire to go to just a trade school, I wanted more to college. If you're at a point where you just want to get it done, the gain of a paid education is what Kimberly said: it ...

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