Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 20, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Raph Koster's Comments

Comment In: [Blog - 08/28/2017 - 09:54]

In addition to the links ...

In addition to the links suggested, I would urge you to take a look at r n r n- the work of Nicole Lazzaro, who did a pretty solid set of empirical research into types of fun, using microexpression analysis. r n r n- my own book A Theory of ...

Comment In: [Blog - 07/12/2017 - 10:08]

This is a good article, ...

This is a good article, but r n r n A feature is often a twist on a slot rule, which makes it look like the game is more likely to pay in your favor it 's not, it 's all hocus pocus r n r nis exactly what I ...

Comment In: [News - 05/30/2017 - 03:43]

One point I made in ...

One point I made in the interview but doesn 't come through as much in the article is that this is a pop industry. It 's entertainment, and much like movies and music also have a dearth of older folks, so does games in part because of demographics and pop ...

Comment In: [Blog - 03/13/2017 - 10:09]

I don 't use Unity ...

I don 't use Unity myself, but the usual way to handle the draw call issue in 2d games is to render as much as possible to a buffer or texture, then draw that to the screen, updating only the edges as the map scrolls. You can use dirty rectangles ...

Comment In: [Blog - 12/14/2016 - 09:22]

My experience with formal tools ...

My experience with formal tools as described in the article is that it cut my failure rate by about 80 percent. It helped me ideate much faster, it helped me develop variants faster, it HUGELY assisted in tuning and analysis, and it gave me much clearer language for communicating with ...

Comment In: [Blog - 07/11/2016 - 05:38]

Enough people challenged me on ...

Enough people challenged me on the title that I wrote a follow up. You can read it here: http://www.raphkoster.com/2016/07/14/i-really-did-mean-mmo/

Comment In: [Blog - 06/30/2015 - 07:44]

You are basically restating my ...

You are basically restating my book. :

Comment In: [Blog - 06/11/2015 - 01:08]

We were always selling games ...

We were always selling games to people who don 't want them really that 's the basis of the packaged goods model. When we learned that demos reduce sales, it was a sign that people didn 't want the game as badly. r n r nThe opposite of selling games ...

Comment In: [Blog - 06/03/2015 - 02:15]

Sean, I think it comes ...

Sean, I think it comes down to whether you can garner that loyal audience that sticks with you regardless of the larger cycles. Some do manage to pull it off. The more crowded the market gets, though, the harder it is to get noticed in the first place. And the ...

Comment In: [Blog - 06/02/2015 - 01:19]

Some minor comments, because anything ...

Some minor comments, because anything I say is liable to ignite furor, in this particular debate. : r n r nI do think that Howling Dogs has the kind of fun I talk about in my book, unquestionably so. r n r n Not a mechanic is akin to saying ...

[Previous] | [Next]