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Working on it!
Stephen Chin is currently enrolled in The Guildhall. He also sucks at these whole profile things.
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Member Blogs
End of 2009: Three Chords and The Truth  |
| Posted by Stephen Chin on Wed, 30 Dec 2009 01:42:00 EST in
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| I was going to go with the flow and do some sort of end of 2009 blog bit. Instead, courtesy of TV Tropes, I end up talk about a cyclic trope called Three Chords and the Truth. |
| Read More... | 1 Comments |
L4D: FPS or RPG Part 2  |
| Posted by Stephen Chin on Sun, 27 Dec 2009 02:12:00 EST in
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| A long delayed follow up to my first post on L4D and the mechanics of RPGs it uses and whether the idea of an AI director is applicable to other genres |
| Read More... | 0 Comments |
Left 4 Dead - FPS... or RPG?  |
| Posted by Stephen Chin on Sat, 13 Jun 2009 08:00:00 EDT in
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| In this blog post, I consider how the design and gameplay of Left 4 Dead mirrors classic pen-and-paper game design. From the role of the various Infected to the advancement of character power. |
| Read More... | 3 Comments |
Stephen Chin's Comments
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Comment In: To design or not to design? That is the question. [Blog - 01/25/2012 - 11:30]
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Would you say that it's ... Would you say that it's like medical student's disease http://en.wikipedia.org/wiki/Medical students' disease where med students start seeing whatever disease they're studying everywhere That is, they're having difficulty divorcing themselves from their work enough due to inexperience, project pressure, etc to be impartial enough to keep working. |
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Comment In: Angry Bids [Blog - 11/28/2011 - 02:46]
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That depends. As an investor, ... That depends. As an investor, if you're just looking for money, it's a bad deal. As an investor, if you're looking to continue a company's success by maintaining the attributes that made it successful in the first place... maybe Rovio's hesistance is a good thing if they believe they would ... |
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Comment In: Where Are They Now? Tracking The Trajectories Of Classic Developers [Feature - 11/23/2011 - 05:55]
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It put it in perspective, ... It put it in perspective, the QFG games were the Deus Ex/GTA of the day with a touch of MMO persistance - functionally wide open sandboxes with multiple avenues of completion for any given puzzle and the ability to carry over your hero from one game to the next. Nowadays, ... |
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Comment In: The Design of Free-To-Play Games: Part 1 [Feature - 11/22/2011 - 05:05]
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Also, consider F2P players spending ... Also, consider F2P players spending habits, of those that spend. I believe it was Zynga that had a simpel chart - there were non-spenders, minnows, and whales. Those they considered whales were those that ended up spending over 100 dollars per month. This is on par with a hardcore gamer ... |
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Comment In: Game Monetization Lessons from Magic: The Gathering [Blog - 11/11/2011 - 07:17]
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@ This is evidence that ... @ This is evidence that for a competitive hardcore game, gameplay value and rarity are much stronger indicators of after-market value than aesthetics. This is true but I think this needs a little more distinction compared to the typical video game implementation of the same. In MTG, while one can ... |
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Comment In: Opinion: Yes... If [News - 08/01/2011 - 04:24]
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I think the underlying point ... I think the underlying point that Bart and the article are getting at is the same thing you are: whatever the verbal response is, it should not simply be a response of if it can be done, but also a response of how it can or can not be done ... |
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