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Robert Green's Blog   Expert Blogs

 

I don't have a lot to say about myself, but I often have a lot to say about videogames. I've been playing them for over 20 years and managed to convince someone to pay me to make them in 2005.

I'm currently employed at PikPok in New Zealand as a senior programmer.

 

Expert Blogs

Posted by Robert Green on Thu, 12 Nov 2015 12:20:00 EST in Design, Smartphone/Tablet
An argument for progression, and not victory, being the main driver of player behaviour in the modern F2P era.


Posted by Robert Green on Tue, 18 Feb 2014 03:47:00 EST in Design, Console/PC, Indie, Social/Online
A journey to find satire in gameplay rather than just tone or concept.


Posted by Robert Green on Mon, 03 Feb 2014 04:12:00 EST in Design, Console/PC
Lately I've been finding myself spending more and more time in games interacting with virtual economies in games that ostensibly have very little to do with money. Are we sure these add to games, and not subtract from them?


Posted by Robert Green on Wed, 22 Jan 2014 05:50:00 EST in Business/Marketing, Smartphone/Tablet
A look at the complexities involved in reviewing F2P games when compared to traditional game reviews.


Posted by Robert Green on Tue, 30 Jul 2013 06:34:00 EDT in Design
Further thoughts on Daniel Cook's article on single games as a hobby.


Posted by Robert Green on Mon, 03 Jan 2011 03:45:00 EST in Design
Some examples of choices in gaming and what I think we can learn from them.



Robert Green's Comments

Comment In: [News - 05/18/2016 - 02:32]

Based on what they showed, ...

Based on what they showed, I 'm guessing the latter. r nIf you know the absolute orientation of the controller and the headset, then you can infer a direction in world space, so it might be able to do some basic aiming with it.

Comment In: [Blog - 05/05/2016 - 01:22]

While I agree with your ...

While I agree with your concerns Ethan, these two sentences stood out: r n r n So, if increasing revenue is their goal, their time would be better spent figuring out how to organically get more players into games and apps where they have a predisposition to have a lot ...

Comment In: [News - 04/27/2016 - 04:02]

Those problems should be also ...

Those problems should be also addressed before cementing all that. r n r nForgive me if this sounds obvious, but why should they address those issues before piracy I remember a lot of similar talk about the music industry after the rise of Napster, and while it may be true ...

Comment In: [Blog - 04/22/2016 - 03:28]

@ But while mobile phones ...

@ But while mobile phones are generally used for something like two years before an upgrade is made, a console wouldn 't fit that mold. r n r nI agree, but take the two year cycle of mobile phones and stretch it out to 6 years, and then it starts ...

Comment In: [Blog - 04/18/2016 - 01:18]

One thing that people like ...

One thing that people like St. John often fail to realise is that while making games as a whole is awesome, it 's completely unreasonable to expect that every single role within a games development will be something that an employee would be passionate about. To give some examples, a ...

Comment In: [Blog - 03/23/2016 - 07:01]

Something that can help with ...

Something that can help with these kind of systems is to have different definitions of success. To give an example from my own employer, in our title Shatter the game would respond to player skill by altering the probability of different power-ups. If the player was doing badly, they 'd ...