Christopher Gile's Member Blogs
Ammo in BioShock prevents the player from only using one type of weapon and playstyle. This isn't true of Plasmids and that is a problem.
As you play a game you get better at it but what can Mario games tell us about how game mechanics can amplify or lessen the effects of that skill gain? Why might we want to lessen it? Why might we not want to amplify it?
If Fallout 4 was designed around the assumption that fast-travel is there, what would we have to change in order to remove it? What would we want to change?
The crafting system changes looting in Fallout 4 by making it so that you need specific things instead of just the generic concept of value. The Auction Houses in Diablo 3 did the exact opposite.
Quick Time Events have problems. They aren't generally well regarded, for some valid reasons, yet they fill a niche that nothing else does properly. So, instead of complaining about them is it possible to fix them?
Dragon Age: Inquisition gives us a lot of places and quests but for most of those it doesn't give us much of a connection to them. How can we change things so that the areas and quests feel unique and deepen the characterization of your party?
Win rate isn't the only measure we need to assess balance. To demonstrate lets unbalance a balanced game.
How do you make a sequel to a mechanically complete game?
Why do games include miss-able collectibles and is there a way to mitigate their impact?
Online multiplayer games such as TF2 or CS don't try to tell you a story but they let you make one with the people you play against/with. Amongst all of them though CS always struck me as the most theatrical of the lot because it gives you an audience.