Gamasutra - Blogs Christopher Gile's Blogs Sun, 23 Nov 2014 11:05:28 EST en-us (Simon Carless) 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 Difficulty: Self Selecting vs Self Defeating - by Christopher Gile Design,Console/PC When players do well, do we reward them by making the game harder or easier? Fri, 07 Jun 2013 11:25:00 EDT Difficulty - by Christopher Gile Design,Console/PC The most common purpose for difficulty in games is to keep the game engaging, so why is it so often used to constrain and punish players? Wed, 16 Jan 2013 02:53:00 EST