Gamasutra - Blogs Christopher Gile's Blogs Sun, 21 Dec 2014 08:31:16 EST en-us (Simon Carless) 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 Lets talk about how weird the Silent Protagonist is - by Christopher Gile Design,Console/PC,Indie The Silent Protagonist is a very weird convention in video games, lets talk about it. Fri, 05 Dec 2014 02:51:00 EST The Benefits of Less Detail - by Christopher Gile Design,Art,Console/PC,Indie With the graphical arms race in games it is worth asking why you might not want more detail and higher res graphics. Wed, 12 Nov 2014 01:39:00 EST Bullets: Can't dodge instant and why that is a (solvable) problem - by Christopher Gile Design,Console/PC Games are about reaction as much as action, but for guns in games reaction is much more difficult to enable because you can't react to the instantaneous speeds with which bullets fly. How do we deal with that? Mon, 03 Nov 2014 03:43:00 EST What does a game value? - by Christopher Gile Design,Console/PC A game's characters may love peace but what does the game they inhabit value? Let's look at Ogre Battle 64 and try to understand what it values and how those values contrast with the values of the game's characters and narrative. Tue, 28 Oct 2014 02:14:00 EDT Button Space & Zelda - by Christopher Gile Design How button space impacts level design and how we can mitigate that problem. Mon, 20 Oct 2014 02:12:00 EDT