Gamasutra - Blogs /blogs/ Christopher Gile's Blogs Mon, 02 Mar 2015 11:31:19 EST en-us (Simon Carless) Encouraging the Player to Have a Deep Bench: Darkest Dungeon - by Christopher Gile Design,Console/PC,Indie Perma-Death is a fun mechanic but it can also trap the player in really bad situations. How can we encourage the player to have a large cast of characters to fall back on in order to enable Perma-Death to be used effectively and consistently? Mon, 23 Feb 2015 12:25:00 EST Life is Strange: Embracing Metagaming - by Christopher Gile Design,Console/PC Metagaming in story based games is usually discouraged by use of things like auto-saves and a single save file, but Life is Strange instead chooses to embrace it. Thu, 12 Feb 2015 01:29:00 EST The Scale of a Story and the Scale of Mechanics - by Christopher Gile Design,Console/PC Dragon Age: Inquisition wants to be grand in scale but can its mechanics which focus on a small group support that vision? Mon, 19 Jan 2015 01:09:00 EST The Onus Of Playmaking - by Christopher Gile Design,Console/PC Who has to make the plays in a game, the one in the lead or the person who is behind? Why? Tue, 30 Dec 2014 02:04:00 EST Dragon Age Inquisition and the removal of Heal - by Christopher Gile Design,Console/PC Dragon Age removed infinite sustain in favor of temporary shields, lets talk about how that changes the game's combat. Mon, 22 Dec 2014 02:36:00 EST Controlling the stream of mana in RPGs in order to empower the player to use the game's mechanics - by Christopher Gile Design,Console/PC When do you restore a player's mana and how does that effect how a player plays the game? Thu, 11 Dec 2014 01:46:00 EST