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Tom Battey's Member Blogs

Posted by Tom Battey on Fri, 25 Oct 2013 01:23:00 EDT in Social/Online
A heartwarming story about childhood memories, Pokémon, and how the internet has changed how we're growing up.


Posted by Tom Battey on Thu, 17 Oct 2013 01:52:00 EDT in Business/Marketing, Console/PC
Microsoft's cloud-powered Xbox Live Compute program sounds like a bold and potentially game-changing idea. It also sounds like it won't actually work in real life.


Posted by Tom Battey on Fri, 11 Oct 2013 03:30:00 EDT in Design, Console/PC
How the mixed reception of Quantic Dream's Beyond: Two Souls brings to light an interesting case for subjectivity in games criticism.


Posted by Tom Battey on Wed, 25 Sep 2013 03:06:00 EDT in Business/Marketing
Or how Metacritic and our own subconscious minds can turns us into terrible people.


Posted by Tom Battey on Tue, 02 Jul 2013 10:38:00 EDT in Design, Console/PC
I emerge from beneath the weight of a frankly ludicrous Monster Hunter playtime to discuss the psychology of Monster Hunter, and how its design inspires such dedication from its fans.


Posted by Tom Battey on Tue, 23 Apr 2013 06:51:00 EDT in Design
AAA videogames are making themselves daunting to newcomers with closed-minded design, and a vocal minority of game-players celebrate this as an expression of 'depth' or 'complexity.' Why?


Posted by Tom Battey on Fri, 12 Apr 2013 07:40:00 EDT in Design
The Walking Dead is a difficult game, but not in the way we would usually describe a game as 'difficult.' The Walking Dead is difficult on an emotional level, in a way that very few games are, and at times I found it hard to continue playing.


Posted by Tom Battey on Sun, 10 Feb 2013 06:20:00 EST in
Level 5's Ni no Kuni has made me nostalgic for a childhood spent absorbed in great sprawling RPGs. In an industry constantly focused on innovation and the cutting edge, is there still space for games that look squarely at the past for inspiration?


Posted by Tom Battey on Mon, 07 Jan 2013 08:47:00 EST in Design
Why has 'challenge' become synonymous with 'death', and why do so many modern games approach the idea of player death so poorly? How can designers use death to pose a meaningful challenge, rather than a repetitious slog of endless checkpoint restarts?


Posted by Tom Battey on Tue, 30 Oct 2012 01:16:00 EDT in Business/Marketing, Console/PC
Instead of bloating an already expensive product with free-to-play-like micro-transactions, what if publishers used the F2P model to broaden customers' purchasing options?


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