Gamasutra - Blogs Christopher Gile's Blogs Fri, 24 Oct 2014 08:45:34 EDT en-us (Simon Carless) 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 Keep them coming back - by Christopher Gile Design,Console/PC Failure is a great learning tool and yet is is also frustrating for players and a point in time when they might just up and walk away from your game. So how do you keep them coming back? Wed, 19 Dec 2012 02:56:00 EST Games are not Movies, they are Games - by Christopher Gile Design,Console/PC Games and movies are both composite mediums, and as such we can learn a lot from movies. But they have a different central conceit and it important that we try to make games and not movies. Mon, 19 Nov 2012 01:07:00 EST Voting Systems - by Christopher Gile Design The goals and problems with voting systems. Tue, 06 Nov 2012 09:01:00 EST