Sergio Rosa's Member Blogs
These past years (or so) we’ve had many horror game devs stating that, to make a good horror game, you must take away from the player any gun and combat skills so the player is completely defenseless, like that’s the only way to make a “good” horror game.
“The (*) Open World” is a really small protest game I made for a "personal game jam" this weekend. This game was born as a reaction to an article I read the other day, about a guy and his 3d-printable gun.
When I say “unconventional” multiplayer I talk about bringing mechanics usually reserved to single player games into the multiplayer realm, but also bring the multiplayer back into the living room and away from the cold wired world that is the internet.
As someone who's making a game about violence, what happened in Boston yesterday got me thinking about violence yet again. This is not a "game-making" blog post.
If the general public doesn’t care about X male character being too though, rude and joyless, why do they care too much about Lara Croft not being “Croft enough”?
Today I want to talk (or rather, write) about characters and why this matters. In some games, characters are "empty vessels" that players step into, but in other games, characters are something more, and actually important and meaningful.
I don’t want people to think videogames are maturing because they see “what else a videogame can be” and get a game about walking, but because they see this game about a homeless drug addict or this kid who joined the gangs to escape his abusive parents.
... of year 2012, obviously. This is not my last post ever.
On this post: changes and evolution of my horror game project, Enola. New year resolutions. Making a "monsterless" horor game.
(This was originally posted on my blog on Dec 31st)
We've heard how Steam can make the difference between making some money or no money at all, but every now and then we hear one of the "legitimate indie devs" downplaying Steam, saying "if you build it (and it's "worth its salt"), they will come."
Unlike some, I think Greenlight could be a very good thing for Steam, indies and players, based on the concept “on paper.” However, These past days I’ve been thinking about what works, what doesn’t, and what’s missing.
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