Gamasutra - Blogs /blogs/ Christopher Gile's Blogs Thu, 28 May 2015 12:05:55 EDT en-us (Simon Carless) Miss-able Collectibles: I want it but not so bad I'll start the game over again - by Christopher Gile Design,Console/PC,Indie Why do games include miss-able collectibles and is there a way to mitigate their impact? Mon, 18 May 2015 06:56:00 EDT Games that let you write your own story and how Counter-Strike gives you an audience - by Christopher Gile Design,Console/PC Online multiplayer games such as TF2 or CS don't try to tell you a story but they let you make one with the people you play against/with. Amongst all of them though CS always struck me as the most theatrical of the lot because it gives you an audience. Mon, 09 Mar 2015 06:37:00 EDT 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