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April 22, 2019
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Sande Chen's Comments

Comment In: [News - 10/29/2008 - 10:07]

Right. It's not about in-game ...

Right. It's not about in-game ads, but the advertising potential in sponsoring games or in product placement. Information obtained through interactions may give a company insight into that person's preferences but.... I have to say, what looks good on my avatar or on a hanger may not look good on ...

Comment In: [News - 10/24/2008 - 06:59]

As writers, we agree : ...

As writers, we agree : I recently heard that one of my colleagues is working on the Halo universe to give it more depth. If you pair a great action game with a deeply realized universe, then all the transmedia opportunities naturally follow.

Comment In: [Feature - 10/21/2008 - 02:05]

Because I work in serious ...

Because I work in serious games, I do have to design for audiences that may not be familiar with games or gameplaying conventions. It's very important not to carry your assumptions with you in that just because you play video games, other people must automatically understand how to play these ...

Comment In: [News - 10/13/2008 - 01:53]

I definitely agree that we ...

I definitely agree that we should celebrate visionaries within our industry and that the game industry could benefit from more directed vision. Whether this is the job of the Creative Director or the narrative designer, a more thematic approach elevates the work for the end user. Films are a collaborative ...

Comment In: [News - 10/13/2008 - 05:59]

During the Great Depression, Americans ...

During the Great Depression, Americans went to the movies in throngs to escape the bleakness of reality... Of course, then, going to the movies was a relatively inexpensive pastime @ 27 cents a ticket.

Comment In: [News - 10/10/2008 - 01:27]

It'll be interesting to see ...

It'll be interesting to see how a social networking experience can supplement the experience... rather than replacing the MMO experience or stripping it down. I've been playing a lot of them and it really feels very empty to click on a button that says Do Mission or Start Adventuring and ...

Comment In: [Feature - 09/04/2008 - 06:40]

Definitely, I'm a fan of ...

Definitely, I'm a fan of brevity in dialog and I don't appreciate those lore bombs. In every writing genre, a writer needs to learn how to handle exposition. And glad to see mention of The Witcher

Comment In: [Feature - 09/01/2008 - 03:40]

I second, great article Although ...

I second, great article Although it seems obvious, it's important to remember we're designing for the fun of players, not for the fun of the game designer or the computer, for that matter . I wish some casual games too would allow me to keep my progress and not make ...

Comment In: [Feature - 08/27/2008 - 05:00]

Narrative cohesiveness comes from taking ...

Narrative cohesiveness comes from taking care to show narrative progression by other means besides cut scenes. As you mentioned, more often than not, doors that can be opened are marked, either by a light or different kind of frame. Artwork, such as a long shadow, for instance, can do a ...

Comment In: [News - 07/30/2008 - 07:19]

Yes, quite true, although I ...

Yes, quite true, although I find that this is age-specific. When watching 3-5 year-olds play, I noticed that they needed a lot more direction. Often, it turned out that the parents would play instead of the child.

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