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October 21, 2017
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Robert Green's Blog   Expert Blogs


I don't have a lot to say about myself, but I often have a lot to say about videogames. I've been playing them for over 20 years and managed to convince someone to pay me to make them in 2005.

I'm currently employed at PikPok in New Zealand as a senior programmer.


Expert Blogs

Posted by Robert Green on Thu, 12 Nov 2015 12:20:00 EST in Design, Smartphone/Tablet
An argument for progression, and not victory, being the main driver of player behaviour in the modern F2P era.

Posted by Robert Green on Tue, 18 Feb 2014 03:47:00 EST in Design, Console/PC, Indie, Social/Online
A journey to find satire in gameplay rather than just tone or concept.

Posted by Robert Green on Mon, 03 Feb 2014 04:12:00 EST in Design, Console/PC
Lately I've been finding myself spending more and more time in games interacting with virtual economies in games that ostensibly have very little to do with money. Are we sure these add to games, and not subtract from them?

Posted by Robert Green on Wed, 22 Jan 2014 05:50:00 EST in Business/Marketing, Smartphone/Tablet
A look at the complexities involved in reviewing F2P games when compared to traditional game reviews.

Posted by Robert Green on Tue, 30 Jul 2013 06:34:00 EDT in Design
Further thoughts on Daniel Cook's article on single games as a hobby.

Posted by Robert Green on Mon, 03 Jan 2011 03:45:00 EST in Design
Some examples of choices in gaming and what I think we can learn from them.

Robert Green's Comments

Comment In: [News - 09/20/2017 - 04:00]

I 'm with you. Until ...

I 'm with you. Until we see developers creating games where you can see through the eyes of the avatar and move around freely in space i.e. not teleporting or relying on jumps in position or rotation and most people don 't suffer any motion sickness, then I 'm unlikely ...

Comment In: [News - 01/05/2017 - 07:18]

I 'm not sure the ...

I 'm not sure the stable revenue vs increasing number of games needs an explanation. Like we see on mobile, with its thousands of new games per month, the majority are amateur efforts of a generally poor quality, being bought by the friends and family of the developers and few ...

Comment In: [News - 01/04/2017 - 09:52]

I 'm not sure Apple ...

I 'm not sure Apple has to make deals like that. Did you see the iTunes storefront featuring they got Several weeks of pre-release banners that no other developer has ever received, plus every single feature banner slot on the release week. That 's what Apple can do in lieu ...

Comment In: [News - 01/03/2017 - 12:14]

Count me among the sceptics ...

Count me among the sceptics too. It 's a logical fallacy to draw such a straight line between the two screens and the success of the device, especially when so many of its best games failed to really make great use of the dual screens. r n r nOne could ...

Comment In: [Blog - 10/05/2016 - 10:14]

Lately I 've found that ...

Lately I 've found that when I come up with an idea, I have to prototype it before trying to find out if something similar exists, because it 's almost inevitable that it will. That can sap your enthusiasm for it, whereas trying to build it first can make you ...

Comment In: [Blog - 09/15/2016 - 10:26]

I 'm not sure that ...

I 'm not sure that I agree that pricing it at 30 would have helped either. Almost all of the excitement for NMS came from the videos and press coverage of the game, and very little of it due to the expectations of the 60 price tag. Similarly, if people ...