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July 24, 2014
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Tom Battey's Blog

 

Tom Battey is an author, narrative designer and someone who occasionally writes about videogames. His works of fiction, ranging from science fiction thrillers to psychological fantasy, as well as his various blogging ventures can be found at tombattey.com. He also tweets on Twitter and...uh...faces on Facebook.

His latest novel, the sky pirate adventure Into Uncharted Skies, is now available on the Amazon Kindle Store. Read the first three chapters here.

 

Member Blogs

Posted by Tom Battey on Mon, 23 Jun 2014 01:35:00 EDT in Design, Console/PC
The rise of the Kickstarter franchise reboot and the HD remake prove that nostalgia is a powerful force in gaming - but how can we design our games to tap into this rich vein of nostalgia in our audience?


Posted by Tom Battey on Mon, 12 May 2014 01:53:00 EDT in Design, Console/PC
From Software's Souls series' deliberately ambiguous storytelling has formed a dedicated fan community, with hours of YouTube footage discussing story speculation. What are the advantages and disadvantages to using ambiguity in narrative design?


Posted by Tom Battey on Fri, 25 Apr 2014 01:49:00 EDT in Design, Console/PC
A look at how From Software creates a truly interactive narrative in the Souls series by using elegant world building and narrative design.


Posted by Tom Battey on Wed, 09 Apr 2014 01:35:00 EDT in Design, Console/PC, Social/Online
When games rely on an active online player base to populate their worlds, what happens when we pick up these games in a few years time only to find that no one is playing anymore?


Posted by Tom Battey on Wed, 29 Jan 2014 01:41:00 EST in Design, Console/PC, Indie
A relentless focus on innovation means we can lose the ability to express ourselves through certain game genres. We need to get over innovation and start enjoying games in their own rights.


Posted by Tom Battey on Thu, 16 Jan 2014 01:24:00 EST in Business/Marketing, Design, Console/PC, Indie, Crowdfunding
Broken Age represents a new type of gaming experience - one that blurs the line between customer and developer. What does this mean for games criticism?



Tom Battey's Comments

Comment In: [Blog - 06/23/2014 - 01:35]

It 's important that we ...

It 's important that we don 't discard great pieces of design just because they 're 'old '. Just like cinema, theatre and literature, gaming is a medium where certain tropes have become so for very good reasons - some of the solutions we came up with in the past ...

Comment In: [News - 05/23/2014 - 06:29]

This is great I love ...

This is great I love getting an insight into the technical challenges and techniques behind games like this. It 's made me a want to play Monument Valley again and b go and mess around in Unity to try and make something this pretty

Comment In: [Blog - 05/12/2014 - 01:53]

This is all true - ...

This is all true - and there is something Lovecraftian to the world of the Souls series, I 've always thought.

Comment In: [Blog - 04/25/2014 - 01:49]

Demon 's Souls did make ...

Demon 's Souls did make it a lot clearer what you were supposed to be doing, but then Demon 's Souls all happened from a central hub, so you couldn 't really go wrong. r n r nI also ended up wandering into the wrong place in Dark Souls - ...

Comment In: [Blog - 04/09/2014 - 01:35]

The games themselves are still ...

The games themselves are still great as a purely single player experience, if a little lacking in soul hah . However, there are some sections of the games, particularly certain bosses, that are clearly designed with multiplayer in mind. Having to do these solo dramatically increases the difficulty, and significantly ...

Comment In: [Blog - 01/29/2014 - 01:41]

You 're right that the ...

You 're right that the boxed product market has limited developers ability to serve niche audiences - but now that digital distribution and crowd funding have widened the market, I feel we should stop criticising games for deliberately choosing to appeal to a niche audience.