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Taekwan Kim's Comments

Comment In: [Blog - 08/21/2015 - 01:47]

That 's interesting, I didn ...

That 's interesting, I didn 't see anything in this article about not doing anything that might possibly offend people. It even expressly says the content doesn 't necessarily need to be changed, merely that devs should be aware of the potential meaning of their content. The author does highlight ...

Comment In: [Blog - 08/13/2015 - 03:22]

Okay, I have to say ...

Okay, I have to say right off the bat that I 'm truly sorry for the length of my comments. It 's asking a lot for anyone to read that much, and that 's really cool of you that you bothered to do so. r n r nYes, I agree ...

Comment In: [News - 08/14/2015 - 02:23]

I wonder how much this ...

I wonder how much this has to do, however, with player skill level its interesting you use CS as the example here--a game with particularly high skill requirements . r n r nWe often forget that skill in games much as in any other challenging activity has as much to ...

Comment In: [News - 08/06/2015 - 03:30]

I imagine that 's only ...

I imagine that 's only because we 're not used to seeing it yet. There was a time when a person walking down the street talking to themselves was a rather quizzical sight as well. But now that we have bluetooth headsets, etc. and nearly universal mobile phone ownership, it ...

Comment In: [Blog - 08/06/2015 - 12:43]

While I agree that abusing ...

While I agree that abusing time costs is not much different from abusing monetary costs indeed, I also blogged here about this very topic a few years back , I would have to disagree that games that cost time are necessarily abusive for two specific reasons: r n r n1. ...

Comment In: [News - 07/14/2015 - 01:11]

I appreciate the highlighting of ...

I appreciate the highlighting of the various ways that crafting can reinforce the fiction of a game, but I do wish there had been more discussion of specifically mechanically different crafting experiences. r n r nOn a related note, I was reminded by the section on Fire Emblem of crafting ...

Comment In: [Blog - 09/18/2013 - 10:38]

Hmm, I don 't lurk ...

Hmm, I don 't lurk the forums or theorycrafting sites, so I can only attest to mechanics I 've stumbled upon personally that is, all these examples are the really obvious ones, so nothing special here . But I 'm guessing there 's probably more out there But yeah, the ...

Comment In: [Blog - 07/22/2013 - 11:00]

r nHi everyone. Firstly, I ...

r nHi everyone. Firstly, I want to express my appreciation for the time taken to consider and respond to this post. Obviously, the subject matter is rather loaded, and it means a lot to me that effort was made to digest what appears to be my minority opinion. r n ...

Comment In: [Blog - 07/07/2013 - 10:38]

Just reading this is making ...

Just reading this is making me salivate. A method of immediately and objectively gauging the design impact of numerical/balance tweaks without hours and hours of playtesting Oh lord yes please.

Comment In: [Blog - 06/28/2013 - 01:25]

Right, I understand the Dust ...

Right, I understand the Dust Sorcerer example was given as an illustration of incentivizing mechanical interaction between players. r n r nI was just trying to express, given the goal of this post which admittedly seems to have been somewhat unclear , that it would be significantly difficult to incorporate ...

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