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Stephen Chin's Comments

Comment In: Opinion: A Student's Perspective On Crunch [News - 07/25/2011 - 04:34]

While it may be true ...

While it may be true that execs are judged on money and companies need money to survive, it is also true that developers in this industry or another are more productive when happy, motivated, and not burnt out. You get a higher quality product out of good morale more so ...

Comment In: That Awful “C” Word: A Student Perspective [Blog - 07/22/2011 - 05:58]

Yes you can. It's been ...

Yes you can. It's been proven time and time again that working too much reduces productivity, creativity, and any other sort of mental metric you care to measure. If you want to create something innovative, then the 'simple' solution is to devote a lot of time ie 6 years and/or ...

Comment In: Story Design Tips: How To Save Bad Dialogue [Blog - 07/19/2011 - 09:25]

And if I remember right ...

And if I remember right it ends with Bad dates. scene transition

Comment In: Video Game Tutorials and Getting Others Into Games [Blog - 07/08/2011 - 01:31]

I would also add that ...

I would also add that it's not just easing people in but also especially for more complicated systems like fighting games or RTSs to explain why something is important and how you would use it in addition to simply saying what to do. I've found, as you have, that fighting ...

Comment In: Why Producers Matter (Statistically) More than Designers [Blog - 07/06/2011 - 08:50]

Interesting results and research I'm ...

Interesting results and research I'm sure there's lots of good information in it all. I wonder if this difference is due to the way the industry grew - from programmer to artist to designer to producer - and the fact that project management has only relatively recently become much more ...

Comment In: Opinion: The Illusion Of Immersion [News - 06/28/2011 - 08:29]

While I agree as a ...

While I agree as a whole, I also think that it should remain a topic that developers at least talk about internally. This way it remains something that has been talked about and consciously made with decisions. Developers can then justify things in a definitive answer beyond We want to ...

Comment In: Opinion: The A.I. Is A Lie [News - 06/24/2011 - 07:52]

Well now I'm curious to ...

Well now I'm curious to play your game, Mike.

Comment In: L.A. Noire's Interrogation System [Blog - 05/21/2011 - 01:59]

I would be curious to ...

I would be curious to see your thoughts on Alpha Protocol which combined the short hand of ME with the scripted conversations of LA Noire.

Comment In: Things I've Learned About Game Design From Teenagers [Blog - 03/08/2011 - 08:05]

Agreed I think some tend ...

Agreed I think some tend to see 'accessibility' and automatically take it to mean simple as in, people are dumb so for everyone to enjoy it, it must be dumb too rather than as Jacek said, accessibility meaning about making the transitions simple and introducing things not as arbitrary You ...

Comment In: Time Travel as a Game Mechanic [Blog - 03/06/2011 - 05:50]

Whenever I hear about time ...

Whenever I hear about time travel in a game, I am always reminded of an old PC game whose name I can't remember. In it, you play an astronaut or some such who has been accidentally sent across the galaxy during a ship test. Your ship is broken and you ...

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