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November 21, 2017
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Nikhil Murthy's Member Blogs

Posted by Nikhil Murthy on Tue, 10 Jan 2017 09:46:00 EST in
Examining Rock, Paper, Scissors and why people don't play it for fun.


Posted by Nikhil Murthy on Fri, 26 Aug 2016 10:40:00 EDT in Design
Looking at the original Pokemon games and Pokemon Go for ways to add value to the pieces of your game.


Posted by Nikhil Murthy on Wed, 02 Mar 2016 09:31:00 EST in Design
Letting players express themselves in a game can be a very powerful tool. This article goes over a few concepts to help you better support self-expression for your players.


Posted by Nikhil Murthy on Mon, 21 Dec 2015 01:42:00 EST in Indie, Design
How the game Drowning In Problems affected me and why I think it was so powerful.


Posted by Nikhil Murthy on Mon, 12 Oct 2015 01:50:00 EDT in Design, Indie
About the combat system of Renowned Explorers, how it remains deep and why I like it so much.


Posted by Nikhil Murthy on Thu, 11 Jun 2015 01:08:00 EDT in Design
Depth and complexity are core concepts for the successful design of a game. However, both of them have become overloaded in meaning and sometimes feel indistinguishable. Here is my current thinking on these two subjects.


Posted by Nikhil Murthy on Sun, 24 Aug 2014 05:25:00 EDT in Design, Indie
Gods Will Be Watching doesn't try to be fun, and that allows them to do interesting things with their game. Here, I analyze the decisions the game makes that normally would be unthinkable.


[Previous Nikhil Murthy Blogs]