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January 22, 2018
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Ben Taber's Blog


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Posted by Ben Taber on Tue, 10 Nov 2015 04:03:00 EST in Design, Console/PC
Many ways of integrating dialogue into RPG-style progression systems undermine their narrative intent: Choices are made based on systemic rewards rather than actual role-playing.

Posted by Ben Taber on Mon, 11 Mar 2013 01:39:00 EDT in Design
What do characters actually mean in a game world?

Posted by Ben Taber on Mon, 25 Feb 2013 11:44:00 EST in Design
How much are you telling your players about the principles of your design? How much of what you're telling them is misleading?

Posted by Ben Taber on Mon, 18 Feb 2013 09:56:00 EST in Design
What is the role of game balance in enabling a player expression?

Posted by Ben Taber on Mon, 21 Jan 2013 01:35:00 EST in Design
How special input requirements can make us complicit in the stories designers want to tell

Posted by Ben Taber on Sun, 13 Jan 2013 09:36:00 EST in Design
Our capabilities and our disabilities color our view of the world in ways we seldom realize.

Ben Taber's Comments

Comment In: [News - 09/05/2013 - 01:32]

If you fully understand the ...

If you fully understand the game 's creative vision from reading a Q A, there was no reason for you to play the game anyway.

Comment In: [Blog - 03/11/2013 - 01:39]

I don 't know, it ...

I don 't know, it 's a bit disingenuous to say that I 'm playing the wrong games when we have to strain to come up with more than one or two counterexamples. In most games characters are either resources or obstacles first and foremost, at best plot catalysts, and ...

Comment In: [Blog - 02/25/2013 - 11:44]

I dunno, Karoshi is pretty ...

I dunno, Karoshi is pretty upfront about the ways it 's going to mess with the rules as I recall. I mean, even the premise kind of sets things up as an inversion of most games and prepares you for it. I don 't think it really misleads you in ...

Comment In: [Blog - 01/13/2013 - 09:36]

Yeah this is more of ...

Yeah this is more of an open dialogue than a declaration: My intent is not to call out games or game developers, just to make people more thoughtful about possible assumptions that may influence what we create. r n r nHowever, I 'm not talking about accessibility so much as ...

Comment In: [News - 01/03/2013 - 04:08]

Yes, it is absolutely a ...

Yes, it is absolutely a situational comedy, well observed. ...what r n r nHey. There can be different kinds of games. Narrative exploration based experiences don 't take anything away from involved strategy or intense twitch focused games, or whatever particular flavor you favor in your games. r n r ...

Comment In: [Blog - 10/29/2012 - 04:06]

Nice article. I agree with ...

Nice article. I agree with you that Hotline Miami is an important game, but to be honest I think you only scrape the surface of why here. I tried to get into more of the reasons why I think this is going to be something of a landmark on my ...