Gamasutra - Blogs Nick Halme's Blogs Wed, 17 Sep 2014 05:35:47 EDT en-us (Simon Carless) To What Extent Are Videogames Games? - by Nick Halme Design What's so game-like about videogames? Are videogames simply anything we find fun, as long as it's on a computer? Interactive movies? Digital roller coasters? Where is the game in videogames - and why should anyone care about the answer? Thu, 27 Mar 2014 12:06:00 EDT An Argument for Difficulty - by Nick Halme Design,Console/PC What exactly is difficulty in games? Why do we feel obliged to offer difficulty settings in games, and who are they really for? Tue, 27 Nov 2012 04:25:00 EST Is The Auction House In Diablo III A Feature Or A Crutch? - by Nick Halme Design,Console/PC Is the loot system in Diablo III too random for its own good, and does the game really need an auction house feature? Wed, 22 Aug 2012 04:17:00 EDT Dead Rising 2 Has Lessons to Learn from Case Zero - by Nick Halme Design Dead Rising 2 and Dead Rising 1 are nearly interchangeable products. Case Zero is a bite sized chunk of simple zombie fantasy that seems dismissed as promotional by its creators. But is Case Zero a more promising way to roll out zombie fun? Thu, 30 Sep 2010 11:37:00 EDT Where Shank's Boss Battles Went Wrong - by Nick Halme Design Shank is an amusing brawler, but unfortunately the cries of "visuals over gameplay" end up ringing true -- most damagingly in the boss fights. Tue, 31 Aug 2010 08:40:00 EDT Nick Halme and Kyle Stallock Argue About Games On Purpose - by Nick Halme Design Kyle Stallock and I go over Dragon Age's quirkiness, the "state" of Rockstar, being immersed in games, and whether or not there is some objective measure of a game's success (then implying that you can make marked "improvements"). Sun, 25 Jul 2010 09:10:00 EDT