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January 21, 2018
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Bart Stewart's Member Blogs

Posted by Bart Stewart on Sat, 13 Mar 2010 03:41:00 EST in Design
At GDC 2010, Blizzard EVP of Game Design Rob Pardo described a number of design concepts behind Blizzard's games. While these are obviously successful for Blizzard's games, they can be seen as working only for simple action games. There are other kinds.

Posted by Bart Stewart on Mon, 01 Mar 2010 06:11:00 EST in Design
The online reaction to Jesse Schell's DICE 2010 presentation can be understood as a reaction to computer gaming becoming a mass entertainment form. Where early gamers enjoyed intangible immersion, today's typical gamer now expects tangible rewards.

Posted by Bart Stewart on Fri, 05 Feb 2010 01:46:00 EST in Design
The MMORPG concept of "faction" allows small choices to accumulate into big consequences. Extending this concept to allow NPC groups to have faction with each other creates even more dynamic social environments in gameworlds.

Posted by Bart Stewart on Tue, 10 Nov 2009 03:53:00 EST in Design
Dragon Age: Origins appears to have replaced typical single-player RPG gameplay mechanics with conventions taken directly from MMORPGs. What are the implications of this design, if any?

Posted by Bart Stewart on Wed, 02 Sep 2009 02:18:00 EDT in Design
Why is the "aggro" mechanic still being baked into MMORPG designs? This essay considers the origin and side effects of implementing tactical combat as aggro management, and suggests an alternative to show that other models for combat are possible.

Posted by Bart Stewart on Mon, 22 Jun 2009 04:11:00 EDT in Production
This essay considers the possibility that a conscious, continuous emphasis on customer satisfaction distinguishes successful game development studios from the others.

Posted by Bart Stewart on Tue, 12 May 2009 12:02:00 EDT in Design
A diagram showing the intersection of basic computer game styles reveals opportunities for new kinds of games.

Posted by Bart Stewart on Mon, 20 Apr 2009 03:49:00 EDT in Design
Single-player computer RPGs and massively multiplayer online RPGs each have strengths and weaknesses. The "Living World" concept explores a game design derived from blending the most desirable business and gameplay features of these two formats.

Posted by Bart Stewart on Thu, 02 Apr 2009 11:28:00 EDT in Design
During a panel discussion at GDC 2009, Will Wright and Warren Spector briefly discussed the possibility that today's game designers inherit a working design language. If so, what is the nature of that language?

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