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Member Blogs
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I just want to play your game. Why is that so hard? |
| Posted by Ron Dippold on Wed, 20 Jun 2012 03:09:00 EDT in
Business/Marketing
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| A look at what it takes to just play a dang game on PC, PS3, X360, NDS, iOS, Android |
| Read More... | 3 Comments |
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How to Launch a Huge Game When you Just Don't Care |
| Posted by Ron Dippold on Tue, 15 May 2012 04:24:00 EDT in
Business/Marketing
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| Diablo III's launch is breathtaking in its lack of either concern or competence (your pick). |
| Read More... | 2 Comments |
Shatter solved The Breakout Problem. Please don't keep making the same mistake.  |
| Posted by Ron Dippold on Mon, 26 Mar 2012 07:58:00 EDT in
Design,
Console/PC
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| The Breakout genre has a fundamental problem with lack of player agency causing long stretches of player boredom and frustration. Shatter solved this problem - please take heed if you're going to make a new Breakout game. |
| Read More... | 10 Comments |
War in the North: For Want of a Button, an Age was Lost  |
| Posted by Ron Dippold on Sun, 13 Nov 2011 03:35:00 EST in
Design,
Console/PC
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| Players and reviewers who really hate Lord of the Rings: War in the North don't seem to realize there's a dodge button. This is not their fault. |
| Read More... | 6 Comments |
Bastion: Masterclass in Audio  |
| Posted by Ron Dippold on Sun, 31 Jul 2011 06:35:00 EDT in
Audio,
Console/PC
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| Sometimes you play a game that's a revelation. 'Tiny Wings' was like that for one touch gaming. 'Bastion' is that game for audio. |
| Read More... | 0 Comments |
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Critical Failure: Epic Mickey's One Huge Mistake |
| Posted by Ron Dippold on Tue, 25 Jan 2011 12:49:00 EST in
Design
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| There was one single, easy thing Epic Mickey could have done to make it a much better game, make players much happier, and boost metacritic scores 10-20 points: minimizing the penalty for death. |
| Read More... | 1 Comments |
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Ron Dippold's Comments
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Comment In: New Diablo III game director vows to address game's economy problems [News - 06/06/2013 - 11:42]
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'it shouldn 't feel like ... 'it shouldn 't feel like the end-all-be-all force driving character progression ' r n r nWell, I 'm glad they finally admitted it. Good luck turning this drunken elephant around Josh. |
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Comment In: OMGPOP layoffs: 'A weight has been lifted off our shoulders' [News - 06/05/2013 - 04:07]
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Quite the relief OMGPOP died ... Quite the relief OMGPOP died and got 200M when they bought you, then it 's just one short year of soul death working for your evil corporate overlords and now you 're free to repeat. |
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Comment In: Interviewing Software Engineers [Blog - 05/29/2013 - 04:12]
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Hi Jason - take a ... Hi Jason - take a look above, but I 'm going to come up with a pre-interview coding test for our phone interviewers to suggest to candidates. We generally prefer false negatives over false positives, but if someone can blow us away with an offline coding test... |
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Comment In: Double Fine doubles down on Kickstarter with Massive Chalice [News - 05/30/2013 - 01:51]
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I wouldn 't expect quite ... I wouldn 't expect quite the response this time It 's not 'Tim finally wants to make an adventure game ' , but sure, I 'm in for 20. Trenched was great. |
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Comment In: Blizzard drastically reduces development team for 'Titan' [News - 05/28/2013 - 08:26]
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Meanwhile the WoW team must ... Meanwhile the WoW team must be going 'uh oh. ' r n r n/How/ much longer do we have to keep milking this And now we 're back under the Eye of Sauron Bobby |
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Comment In: Making Better Hallways [Blog - 05/27/2013 - 05:51]
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I have to say that ... I have to say that even if it 's just as linear as a hallway, an outdoor path certainly feels much better. r n r nYou don 't mention it explicitly, perhaps because it 's so obvious, but another obvious rule seems to be to never make the closed in ... |
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