Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [14]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Rockstar San Diego
Gameplay Programmer
 
EEDAR
Business Analyst
 
Rockstar San Diego
Tools Programmer
 
Irrational Games
Systems Designer
 
CCP - North America
Sr. Tech Artist
 
CCP - North America
Lead Character Artist
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Best of Member Blogs: From Interactive Stories To Cheap Scare Tactics Exclusive
by Chris Remo [PC, Console/PC, Exclusive]
Post A Comment
Share on Twitter
Share on Facebook RSS
 
 
May 11, 2009
 
Best of Member Blogs: From Interactive Stories To Cheap Scare Tactics

In our weekly Best of Member Blogs column, we showcase notable pieces of writing from members of the game community who maintain Member Blogs on Gamasutra.

Member Blogs can be maintained by any registered Gamasutra user, while invitation-only Expert Blogs -- also highlighted weekly -- are written by selected development professionals.

Our favorite blog post of the week will earn its author a lifetime subscription to Gamasutra's sister publication, Game Developer magazine. (All magazine recipients outside of the United States or Canada will receive lifetime electronic subscriptions.)

We hope that our blog sections can provide useful and interesting viewpoints on our industry. For more information, check out the official posting guidelines.

This Week's Standout Member Blogs

- Some Definitions About Interactive Storytelling
(Emanuel Montero Reyno)

Discussion of interactive narrative and storytelling is nearly constant in game circles, but discussion is often vague. Here, software engineer and PhD student Emanuel Reyno attempts to nail down some succinct definitions and structures of various concepts surrounding interactive storytelling.

For his effort, Emanuel will receive a lifetime subscription to Gamasutra sister publication Game Developer magazine.

- I Like Motion Control / I Don't Like Motion Control
(Jaime Kuroiwa)

While gamers passionately discuss the merits and relative necessity of motion control (and console manufacturers that aren't Nintendo allegedly scramble to implement it more fully), little attention has been paid to how the growing trend affects the disabled. Jaime Kuroiwa considers the issue.

- Putting horror back into horror titles.
(Josh Bycer)

Years of a trend of "horror" meaning "cheap scare tactics" may be devaluing the genre, argues Josh Bycer. One particularly interesting point raised deals with the dissonance between combat and horror: if you know the game expects you to be able to kill any enemy that comes at you, why fear it?

- Game Pricing's Happy Spot
(David R.)

Are games too expensive? A lot of gamers understandably think so -- after all, no other form of mass media entertainment, be it literature, film, or music, costs $50 to $60 a pop for the "standard" experience. David R. chips in his thoughts, and a hefty comment thread results.

- The difference between dreaming and designing
(Josh Bycer)

Design may be one of the more ambiguous game development disciplines, but it still requires solid execution. In another blog post, Josh Bycer reflects on that crucial distinction between the vagaries of imagining and the reality of designing.
 
   
 
Comments


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.