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October 17, 2018
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Sande Chen's Comments

Comment In: [Blog - 05/25/2014 - 12:08]

I think that you 've ...

I think that you 've presented a very thoughtful approach to the issue. It would perhaps give the player more of a more detached simulation-type commander perspective. But also, it might be a way for game writers to present a third-person omniscient narrator. Definitely something to consider

Comment In: [Blog - 05/23/2014 - 05:12]

While it 's true that ...

While it 's true that game writing techniques borrow a lot from other mediums, specifically screenwriting, almost every visual storytelling will share similarities. I do agree that with every new medium, writers should explore what can be done with that medium that makes writing for that medium an unique, interesting ...

Comment In: [Blog - 02/07/2014 - 01:42]

Thanks for your comment Try ...

Thanks for your comment Try looking at the serious game or serious play communities. Although serious games cover a broad spectrum, a lot of those developers are in the educational space.

Comment In: [Blog - 11/19/2012 - 03:34]

Thanks for stopping by I ...

Thanks for stopping by I think that managers need to remember that inspiration and creativity needs to be nurtured and that even as adults, we may need stimulation to inspire new ideas and solutions.

Comment In: [News - 10/23/2012 - 10:02]

I think there are some ...

I think there are some similarities in business model where it would make sense to follow the freelance model of Hollywood. Yes, it would help to have a strong advocacy group or union or guild.

Comment In: [Feature - 09/23/2010 - 04:00]

I agree. Page 3 caught ...

I agree. Page 3 caught me by surprise.

Comment In: [Blog - 08/01/2010 - 08:02]

Thank you for your comment, ...

Thank you for your comment, Ron. For the final product, yes, visual appeal as well as non-bugginess is a deciding factor. But, for the process of learning game design, programmer-created art in prototyping usually does suffice :

Comment In: [News - 07/09/2009 - 05:01]

2007's PC RPG of the ...

2007's PC RPG of the Year, The Witcher, was known for its meaningful moral choices. The game is marketed around the tagline: There is no good, no evil... only decisions and consequences. See for discussion on Act I's choice of letting villagers kill the witch or letting her live. ...

Comment In: [Blog - 07/14/2009 - 11:02]

Hi Michael, Thanks for replying ...

Hi Michael, Thanks for replying From what I heard, Brenda Brathwaite brought her games on request to MIT and the 2009 Games for Change Conference. They were at CMU by request too. So, I guess you can write her directly and see if they will be on exhibit anywhere else. ...

Comment In: [Blog - 06/25/2009 - 10:11]

Great post Loved your insights. ...

Great post Loved your insights. I describe a similar yet slightly different way of imparting story through gameplay in a feature on Gamasutra: more meaningful games a .php page 2

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