Gamasutra - Blogs /blogs/ Nick Halme's Blogs Thu, 03 Sep 2015 09:33:06 EDT en-us (Simon Carless) Why Gamers Love to Play Alone...Together - by Nick Halme Design,Smartphone/Tablet Taking a look at the different sort of multiplayer experience Fuel introduces to mobile games, and some of the precedents set by "traditional" gaming which we can apply to mobile with this new environment in mind. Thu, 16 Oct 2014 01:32:00 EDT 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