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October 19, 2017
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Mitchell Nelson's Blog

 

Since 1991, I've worked on titles for Origin, EA, Virgin, Sony and others, primarily as a manager, PM or producer. I currently produce FPS multiplayer games at Tripwire Interactive. I am especially interested in game theory, behavior, general systems theory and trend prediction.

 

Member Blogs

There is a part of our minds that acts like a Game Master in a paper game, making and modifying rules, just below our awareness. The results may be good or bad, but learning to be aware of the thing is important.


Posted by Mitchell Nelson on Mon, 02 Oct 2017 09:47:00 EDT in Production, Console/PC
There are two brains, at least, in our heads. They operate as two distinct systems with different features and abilities. Well-designed games engage both systems effectively.


Posted by Mitchell Nelson on Wed, 15 Mar 2017 10:07:00 EDT in Business/Marketing, Design, Production, Console/PC
Over 50 is one of the fastest growing game demographics. So, please industry leaders, give us a 'tourist mode' suited to gray gamers with slower reflexes and weaker eyes than we once had, but the drive and funds to play more games


Posted by Mitchell Nelson on Wed, 27 Jan 2016 12:55:00 EST in Design
Games are a new form of literature. Branching stories are the parent of every linear narrative. Narratives are always past tense and a form of lossy data compression. The Nareme Machine is the future of story.


Posted by Mitchell Nelson on Sat, 27 Jul 2013 10:26:00 EDT in Design
A huge list of possible game mechanics can be reduced to only 3 classes of player activities. These classes have ancient roots and special connections to the brain's own reward system.



Mitchell Nelson's Comments

Comment In: [Blog - 10/02/2017 - 09:47]

Like you, I am not ...

Like you, I am not trained but very interested in the neuroscience of games. The piece is short to keep the posts concise but still make one point. In this case it is, fixed difficulty settings are not as good as dynamic systems that monitor system 2 lag. After several ...

Comment In: [Blog - 03/15/2017 - 10:07]

BTW, I had installed the ...

BTW, I had installed the demo for Tom Clancy 's: The Division just as I was starting this post. By now I have played about 3 hours of the 6 or 8 they provide for free. Most of that time has been spent repeating the same level 3 mission over ...

Comment In: [News - 10/15/2015 - 05:37]

If you 've been involved ...

If you 've been involved with operating online games, you know a certain percentage of the player base has narcissistic, sociopathic or psychopathic tendencies and in the most extreme cases, causing misery to innocent players is their metagame. For the sake of the larger community, some mitigation must occur. I ...

Comment In: [Blog - 10/13/2015 - 01:25]

In a related item, I ...

In a related item, I find that when using combinatorial numbers - like applying earned XP points toward character class skills/buffs - a solution based on Sperner 's Lemma allows both asymmetry and equilibrium points, insuring that balance is possible. These combinatorial n-gons can be assembled into a continuous 3D ...

Comment In: [Feature - 10/12/2001 - 04:54]

If you restructure the list ...

If you restructure the list a bit, you can make two lists r n r nOne of game activities, because game design is activity design, including: Intellectual problem solving, competition, social interaction, physical activity, creation, advancement and completion, application of an ability. Some are very similar competition/advancement/ability/solving . r n ...

Comment In: [News - 09/22/2015 - 08:05]

Pouring out a little, with ...

Pouring out a little, with respect, for fallen comrades, from another Origin/Bioware Austin alumni. Cheers.