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Blogs

Tynan Sylvester's Comments

Comment In: Diablo 3's Ability System [Blog - 05/07/2012 - 09:16]

Just wanted to poke my ...

Just wanted to poke my head in and say that this analysis is awesome, and everything I 've come to expect from Sirlin. r n r nD2 had this weird halfway design which borrowed elements of Roguelikes yet changed the permadeath mechanic on which they all depended. It 's cool ...

Comment In: The Top 10 Things The Game Industry Can Learn from Film Production [Feature - 05/01/2012 - 04:15]

Tess, I could see that ...

Tess, I could see that concept package including prototype and some art thing working well. r n r nEasiest way to make it happen seems to be for a large studio to take sub-groups of developers and let them explore wild new high-risk concepts with prototypes and basic art. You ...

Comment In: Trials Evolution success down to pleasure over pain, says RedLynx's Virtala [News - 04/27/2012 - 12:31]

This game strikes me as ...

This game strikes me as very structurally similar to Super Meat Boy. Interesting. r n r nThey 've both got a sort of emergent slot machine thing going on. Every attempt could result in a win, but most don 't, randomly. It 's a game of skill, so there are ...

Comment In: Postmortem: HandCircus' Okabu [Feature - 04/20/2012 - 04:35]

I keep hearing horror stories ...

I keep hearing horror stories about indies making their own tech. Are there any indies out there saying, Gee, I 'm glad we made our own engine

Comment In: How Does In-Game Audio Affect Players? [Feature - 04/18/2012 - 04:15]

This is really fascinating, thanks. ...

This is really fascinating, thanks. r n r nI didn 't fully understand the graphs. Are these records of a single play by one player, or some kind of average of whole groups ' play sessions r n r nAlso, why are the Osmos No Audio records so short

Comment In: In-depth: Extravagant cheating via Direct X [News - 04/03/2012 - 03:37]

I learned a lot here. ...

I learned a lot here. Thanks, Forrest. r n r nA warning: careful watching that StarCraft II AI video... it will give you a lasting headache if you watch it too long.

Comment In: Here's why you're surprised when you stink at multiplayer games [News - 04/03/2012 - 03:11]

I think this idea is ...

I think this idea is more interesting when you apply it to game development skill rather than game playing skill.

Comment In: The Great Wall of Text and the 'A' Button: Where Braid Fails [Blog - 03/22/2012 - 08:44]

I don 't think that ...

I don 't think that text is meant to accomplish what you 're assuming it 's meant to accomplish. r n r nYou 're criticizing the characters and plot, but that text isn 't there to tell a story about characters or plot. It 's a device for introducing themes ...

Comment In: Why aren't there more firefighter video games? [Blog - 03/14/2012 - 12:42]

This comment directed to Jonathan ...

This comment directed to Jonathan and Jake S. above. r n r nI hate to be a correct-a-tron, but GTA was not designed as a cops and robbers game. You can read the original GTA1 pitch document here: r n r nhttp://www.gamepitches.com/2011/04/dma-design-ltd-grand-theft-auto-1-design-document/ r n r nIt 's remarkably close to ...

Comment In: The Unsustainability of Starting in Independent Game Development [Blog - 02/09/2012 - 04:56]

Those statistics don't mean what ...

Those statistics don't mean what you think they mean. They could occur without any changes to any individual developer's earnings over the course of their career. The ones that make very little money back mostly quit. Those that are successful continue to make a second game. Repeat five times and ...

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