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August 4, 2020
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Seth Gorden's Comments

Comment In: [News - 10/14/2010 - 03:31]

Well said. Many games today ...

Well said. Many games today are genre-bound and feature-bound before the design has even begun. It seems that collectibles have made the list. The memorable games from the 16bit console era and some PC games from that time were created with an intended experience and bonuses were added, seemingly, out ...

Comment In: [News - 09/30/2010 - 09:01]

Story Management... as Mr. Jack ...

Story Management... as Mr. Jack puts it above, might be a good phrase to describe the situation around story as it is covered in this article. I think it's worth mentioned that progress is an important experience to couple with the presentation of story in games. Examples... FF6 integrates a ...

Comment In: [Blog - 05/13/2010 - 05:31]

/tries to complete code with ...

/tries to complete code with his mind. I joke, but this is a great article... if somebody would pay for the 20-something-in-an-MRI experiment, I'd love to see the results. I've read a number of articles that discuss this same phenomenon with music, saying that remembering music or having a song ...

Comment In: [News - 03/19/2010 - 08:49]

McMillan, your article is both ...

McMillan, your article is both compelling to read, and wonderfully written. I'm taking a moment to comment on the writing here, because I've been particularly non-plussed with the volume of editorial mistakes on Gamasutra lately. Not that it's a huge price to pay for the great content I find here, ...

Comment In: [News - 02/19/2009 - 01:27]

Mr. Douville, this was a ...

Mr. Douville, this was a great refresher on the subject. Some of these suggestions I've seen sprinkled throughout Adams' Designer's Notebook over the years. And this is a great compilation of the more important aspect of difficulty design, as well as a few new ideas I hadn't seen before. Kudos. ...

[Previous Seth Gorden Comments]