Gamasutra - Blogs /blogs/ Ron Dippold's Blogs Wed, 02 Sep 2015 07:52:06 EDT en-us (Simon Carless) How to Launch a Huge Game When you Just Don't Care - by Ron Dippold Business/Marketing Diablo III's launch is breathtaking in its lack of either concern or competence (your pick). Tue, 15 May 2012 04:24:00 EDT Shatter solved The Breakout Problem. Please don't keep making the same mistake. - by Ron Dippold Design,Console/PC The Breakout genre has a fundamental problem with lack of player agency causing long stretches of player boredom and frustration. Shatter solved this problem - please take heed if you're going to make a new Breakout game. Mon, 26 Mar 2012 07:58:00 EDT War in the North: For Want of a Button, an Age was Lost - by Ron Dippold Design,Console/PC Players and reviewers who really hate Lord of the Rings: War in the North don't seem to realize there's a dodge button. This is not their fault. Sun, 13 Nov 2011 03:35:00 EST Bastion: Masterclass in Audio - by Ron Dippold Audio,Console/PC Sometimes you play a game that's a revelation. 'Tiny Wings' was like that for one touch gaming. 'Bastion' is that game for audio. Sun, 31 Jul 2011 06:35:00 EDT Critical Failure: Epic Mickey's One Huge Mistake - by Ron Dippold Design There was one single, easy thing Epic Mickey could have done to make it a much better game, make players much happier, and boost metacritic scores 10-20 points: minimizing the penalty for death. Tue, 25 Jan 2011 12:49:00 EST Why Crackdown is still a better game than AC2, InFAMOUS, or Uncharted 2 - by Ron Dippold Design I'm playing Crackdown again and finding I enjoy it more than Assassin's Creed 2, InFAMOUS, or Uncharted 2. Those are all great games, but crippled by the demands of plot. Sun, 28 Feb 2010 09:01:00 EST