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May 9, 2021
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John Bell's Blog


Hi all! I'm head of Lazy Brain Games, which has produced a number of retro action games including Bug Hunt, Infernal Edge, and Continue? Philly Under Fire. Outside of video games, I also work as a Chess Instructor.


Member Blogs

Posted by John Bell on Thu, 31 Jan 2013 11:55:00 EST in Design, Design
Every designer has experienced it: that moment during playtesting when players just don't "get it" and the designer has to change something.

Posted by John Bell on Tue, 29 Jan 2013 06:23:00 EST in Design, Design
It seems almost dogmatic; don't limit the players choices, present him with a wealth of options at his disposal to give him a richer experience. The issue with non-linearity is that if a little is good, then more is better... right?

John Bell's Comments

Comment In: [News - 10/18/2013 - 08:42]

As someone who has made ...

As someone who has made retro-styled games for over 3 years free of charge, from my perspective attempting to make money comes down to basic economics. When there 's a high supply games then the demand goes down. When demand goes down, prices go down. This is why when I ...

Comment In: [Blog - 03/07/2013 - 03:35]

I generally agree with what ...

I generally agree with what this article is trying to get across, of course games should have peaks and valleys in difficulty and casual and hardcore labels are overly dogmatic. I can 't but feel that the statements made are just too broad and vague. All games should have casual ...

Comment In: [Blog - 01/31/2013 - 11:55]

Glad to be of service ...

Glad to be of service :D

Comment In: [Blog - 01/29/2013 - 06:23]

Good points Bart I think ...

Good points Bart I think you struck on something that I was driving at the perception that non-linearity is for the player, and that linear design isn 't. There 's only one way to play DDR, the designers way but players don 't perceive it that way. Players are able ...

Comment In: [Blog - 09/13/2012 - 06:41]

I wholeheartedly agree with points ...

I wholeheartedly agree with points 1 and 2, but I got a bone to pick with 3 r n r nAdjusting the game to a players skill level is inherently a mistake. If a designer hasn 't given a weak player what they need for success, then its up to ...