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July 19, 2019
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Caleb Compton's Member Blogs

Posted by Caleb Compton on Mon, 18 Mar 2019 02:41:00 EDT in Design
Most of the oldest board games that have been found are Race Games, and they are found all over the world. They are also incredibly popular, being played for thousands of years to the modern day. Learn the secrets of this ancient game genre!


Posted by Caleb Compton on Tue, 12 Mar 2019 10:34:00 EDT in Business/Marketing, Design, Console/PC, Serious
Incentives are one of the driving forces that shape human behavior in all areas. Whether it be business, government, or game design, learning to use incentives properly can be vitally important, and using them wrong can have disastrous consequences.


Loot boxes have been a hot-button issue over the past couple years. Players tend to hatethem, some lawmakers want to ban them, but although they have lost some popularity designers keep making them. With all this controversy, should they be made illegal?


Posted by Caleb Compton on Mon, 25 Feb 2019 10:06:00 EST in Audio, Business/Marketing, Design, Art, Console/PC
For Rempton Games' first video article we dive into the world of Persona 5. In this video I will analyze the UI, music, writing, and budget management of this game, among other aspects.


Posted by Caleb Compton on Tue, 19 Feb 2019 09:44:00 EST in Design, Console/PC, Serious
If you have ever played a competitive game, you are probably familiar with tiers. They seem to be everywhere, and can shape the competitive landscape of a game. But have you ever wondered why tiers even exist in the first place? Today, we find out why!


Posted by Caleb Compton on Mon, 11 Feb 2019 11:46:00 EST in Design, Console/PC, Serious
One of the most satisfying feelings in any competitive game is being able to perfectly predict and counter your opponent's moves. This feeling is called Yomi, and it doesn't come for free. This article looks at how to design your game to allow Yomi.


Posted by Caleb Compton on Tue, 05 Feb 2019 02:26:00 EST in Design, Console/PC, Serious, Indie
Games are all about decisions,from role-playing choices to picking between various strategic options.However, there is one type of choice that is difficult to pull of - moral choices.Many games try,but is it really possible to have moral choices in games?


Posted by Caleb Compton on Tue, 29 Jan 2019 10:07:00 EST in Design, Serious
We all love playing and designing games, but there are some games that we will never get to play. These games only exist in the world of fantasy, but that doesn't mean they can't teach us anything about game design.First up is Quidditch from Harry Potter


Posted by Caleb Compton on Tue, 22 Jan 2019 09:46:00 EST in Design, Console/PC, Serious, Indie, Smartphone/Tablet
Last week we talked about the first component of maintaining player morale - avoiding the hopelessness that comes when you have no chance of winning. This week we look at the second piece - making players feel that their strategic decisions matter.


Posted by Caleb Compton on Tue, 15 Jan 2019 10:31:00 EST in Design, Console/PC, Serious, Indie, Social/Online
In my experience, Player Morale is one of the biggest indicators of whether somebody will sit through your game and want to play it again. One component of raising player morale is to make everybody feel that they have a chance to win. Part 2 next week.


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