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Nikhil Murthy's Blog

 

I am a programmer and designer at Why Not Games.

I love prototyping games and participating in jams. I also really like breaking down problems with my games to their root causes and I like solutions that solve multiple problems at once. Elegance in games is very important to me.

My site:

http://whynotgames.in/

Twitter:

https://twitter.com/murthynikhil

LinkedIn:

https://www.linkedin.com/pub/nikhil-murthy/24/86a/155

 

Member Blogs

Posted by Nikhil Murthy on Thu, 30 Nov 2017 09:42:00 EST in Design, Indie
On what a narrative gap looks like in a systems-driven game, how they can benefit your game and the risks inherent to them.


Posted by Nikhil Murthy on Mon, 13 Nov 2017 10:17:00 EST in
How the representation of emotion changed in The Quiet Sleep


Posted by Nikhil Murthy on Mon, 06 Nov 2017 10:16:00 EST in Design, Indie
The space between the panels is key to comic books. Asking the reader to interpolate between the images to get the full story is an integral part of the medium. This article goes over a parallel technique in video games and why I like it so much.


Posted by Nikhil Murthy on Fri, 20 Oct 2017 10:24:00 EDT in Design, Indie
How optional goals and tasklists conflict with each other.


Posted by Nikhil Murthy on Wed, 19 Jul 2017 11:05:00 EDT in Design
We're used to the concept of foreshadowing in narrative media, but the same principles can be applied to game mechanics, as a number of existing games already show. This article breaks down how to use this in your games.


Posted by Nikhil Murthy on Mon, 10 Jul 2017 10:06:00 EDT in
Breaking down how the 1998 IF Photopia built a feeling of powerlessness.



Nikhil Murthy's Comments

Comment In: [Blog - 11/06/2017 - 10:16]

The entire in-game description is ...

The entire in-game description is All the adventure of the heart are here, in prose, poetry or pictorial form. Some may be more suitable for private consumption. The openness of this description is key to the gutter I talk about above.

Comment In: [News - 02/13/2017 - 05:00]

This was a great article ...

This was a great article It 's always fun to read the reasoning behind features. Thanks for writing this.

Comment In: [Blog - 01/10/2017 - 09:46]

Well, yes and no. Choosing ...

Well, yes and no. Choosing an option randomly when it is presented to you is very difficult for people to do. Rolling a fair die to determine the move you want to make when playing RPS through a computer is quite easy. It requires some discipline for sure, but is ...

Comment In: [Blog - 12/14/2016 - 05:45]

Correct me if I 'm ...

Correct me if I 'm wrong, but isn 't a side effect of using generators that make generators like this while also making the cost of generators exponential that the time between the player being able to make purchases increases less sharply for high values of x than in a ...

Comment In: [Blog - 07/22/2016 - 03:31]

I agree that the nice ...

I agree that the nice thing about the bad UI is that it gets people talking to each other trying to figure stuff out. My issue is that you can achieve the same goal in many ways, most of which don 't have the many costs of a bad UI. ...

Comment In: [News - 03/08/2016 - 03:10]

I had really been looking ...

I had really been looking forward to Rising Thunder.