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Neil Sorens's Comments

Comment In: [News - 11/21/2014 - 07:11]

Running an independent game studio ...

Running an independent game studio is tough and risky. Running one in San Francisco is exponentially tougher and riskier. Doing so with a no layoff policy, as Double Fine had, is madness. r n r nAnyway, always a shame to see real games MMoJ aside and studios suffer while shovelware ...

Comment In: [News - 10/13/2014 - 11:43]

Almost all of what we ...

Almost all of what we make or at least, what we sell in large volume is pure entertainment or distraction with little to no redeeming value. Harsh, but true. We give the consumer what they want to see, rather than what we want to make. Do you think any real ...

Comment In: [News - 08/28/2014 - 01:00]

There are many cultures within ...

There are many cultures within gaming, and some are extremely vocal, reactionary, and/or juvenile. Holding up the extreme examples to criticize gaming culture as a whole isn 't reasonable. And in a pastime that appeals to teens, loners, and people for whom Internet crusades are a way of life, it ...

Comment In: [Blog - 04/26/2014 - 12:09]

There are three faulty assumptions ...

There are three faulty assumptions you make here: r n r n1. That the public spends more money on F2P. As stated by James Rhodes, paying users are a very small fraction of the user base, and paying users who actually keep a game afloat with large amounts of spending ...

Comment In: [Blog - 06/26/2013 - 08:16]

No, the blocker levels that ...

No, the blocker levels that rely on luck or RMT-obtained powerups for completion start out very infrequent and grow in frequency steadily over the course of the game. Eventually, you simply have to be really lucky or spend money to progress. Skill is often only a minor factor, especially in ...

Comment In: [News - 06/11/2013 - 06:42]

So publishers can use codes ...

So publishers can use codes and other measures against used games, but they can 't charge for online play specifically because Sony advertises that to customers as being a PS benefit. r n r nSeems like semantics, when the basic truth is that the only real difference between XB1 and ...

Comment In: [News - 04/29/2013 - 03:39]

Game design, and more specifically, ...

Game design, and more specifically, game balance, are always subservient to the business model in commercial games. Show me a F2P game, and I 'll show you a game that 's balanced to extract money repeatedly and endlessly rather than to provide a complete, satisfying experience. Every time I play ...

Comment In: [Blog - 04/04/2013 - 03:19]

it 's not a particularly ...

it 's not a particularly hospitable industry for women as indicated by the meager gender ratio r n r nDoes this mean that the education field and college admissions as well are inherently hostile to men, because they have a significantly higher percentage of females in them

Comment In: [News - 03/19/2013 - 08:55]

Sarah, so we need to ...

Sarah, so we need to make games with female leads because they will appeal more to females That implies that yes, male leads will appeal more to male gamers. And if your primary concern is appealing to as many people as you can or at least, appealing to as many ...

Comment In: [News - 12/21/2012 - 02:30]

You know that 95 of ...

You know that 95 of gun murders are committed with illegally obtained weapons many stolen from or sold illegally by police and military , and not crazies legally buying weapons, right r n r nThe root problem is the intent to kill, not the tools used to do so. Those ...

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