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October 22, 2018
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Ron Dippold's Blog

 
 

Member Blogs

Posted by Ron Dippold on Tue, 15 May 2012 04:24:00 EDT in Business/Marketing
Diablo III's launch is breathtaking in its lack of either concern or competence (your pick).


Posted by Ron Dippold on Mon, 26 Mar 2012 07:58:00 EDT in Design, Console/PC
The Breakout genre has a fundamental problem with lack of player agency causing long stretches of player boredom and frustration. Shatter solved this problem - please take heed if you're going to make a new Breakout game.


Posted by Ron Dippold on Sun, 13 Nov 2011 03:35:00 EST in Design, Console/PC
Players and reviewers who really hate Lord of the Rings: War in the North don't seem to realize there's a dodge button. This is not their fault.


Posted by Ron Dippold on Sun, 31 Jul 2011 06:35:00 EDT in Audio, Console/PC
Sometimes you play a game that's a revelation. 'Tiny Wings' was like that for one touch gaming. 'Bastion' is that game for audio.


Posted by Ron Dippold on Tue, 25 Jan 2011 12:49:00 EST in Design
There was one single, easy thing Epic Mickey could have done to make it a much better game, make players much happier, and boost metacritic scores 10-20 points: minimizing the penalty for death.


Posted by Ron Dippold on Sun, 28 Feb 2010 09:01:00 EST in Design
I'm playing Crackdown again and finding I enjoy it more than Assassin's Creed 2, InFAMOUS, or Uncharted 2. Those are all great games, but crippled by the demands of plot.



Ron Dippold's Comments

Comment In: [News - 10/19/2018 - 05:23]

This is a somewhat happy ...

This is a somewhat happy ending for a Kickstarter, all things considered. How often do you get your 150 back Kudos to Sixense for doing the right thing.

Comment In: [News - 10/17/2018 - 03:58]

I love this bit: 'Almost ...

I love this bit: 'Almost all departments at Namco declined to provide their programming engineers to us... And then it turned out that a department that makes arcade games was going to lay off some mechanical engineers, and it sounded like some of them had coding experience. So we asked ...

Comment In: [News - 10/15/2018 - 03:04]

Very nice. This is why ...

Very nice. This is why I love tools programming - I consider it quite fun and it can be done in bite size chunks. Plus, making other people 10-100x more productive is very satisfying and usually quite appreciated. r n r nIt can take some significant up-front investment, but in ...

Comment In: [News - 10/15/2018 - 11:02]

I checked out the article ...

I checked out the article to see if this was end-game crunch. I can maaaybe see that for the last week if you 'll get vacation afterwards. It still means management screwed up, but if you have to hit a ship deadline... But no: ' We were working 100-hour weeks ...

Comment In: [Blog - 10/10/2018 - 10:47]

It 's rare to see ...

It 's rare to see devs acknowledging that they /want/ to torture the player Bennet Foddy comes to mind . A lot of games do it FTL but couch it in terms of 'challenge '. Of course I fully respect you on that - actively seeing how close you can ...

Comment In: [Blog - 10/11/2018 - 10:41]

Not my area of work, ...

Not my area of work, but a very interesting read, thanks.