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Steve Mallory's Blog   Expert Blogs


Steve has worked in the game industry since October, 2003. In that time, he has worked as both Level Designer on titles such as "Bloodrayne 2", and "Aeon Flux" to game designer on such titles as "Ghostbusters: The Video Game", "Section 8", "Project Runway" and "Fun With Death". Steve is currently testing the waters in mobile development...


Expert Blogs

Posted by Steve Mallory on Fri, 13 Apr 2012 10:06:00 EDT in Design, Social/Online
By giving Social Games depth using a classic and implied MMO and MUD structure, their market can more appeal to Core Gamers...

Posted by Steve Mallory on Fri, 06 Apr 2012 08:20:00 EDT in Design
An analysis of the flaws that hold back a fascinating new RTS that appears sprung from the mind of Tom Clancy...

Posted by Steve Mallory on Wed, 04 Apr 2012 05:13:00 EDT in Design, Social/Online
CastleVille and the evolution of player agency in Zynga's Social Games

Posted by Steve Mallory on Mon, 22 Feb 2010 07:55:00 EST in Design
The Push and Pull of Religion and Gameplay. Can these two disparate worlds be brought together?

Posted by Steve Mallory on Wed, 17 Feb 2010 02:44:00 EST in
Don't tell people how they should feel...

Posted by Steve Mallory on Wed, 20 Jan 2010 06:49:00 EST in Design
Can games have something to say without throwing it in your face?

Steve Mallory's Comments

Comment In: [Blog - 05/29/2012 - 01:13]

I tossed together a blog, ...

I tossed together a blog, but dismissed it, that I called 'The Mercutio Dilemma ', discussing the merits of crafting a narrative from the point of view of a notable, minor player. The example I used was, obviously, Mercutio from 'Romeo and Juliet '. As a character, he is memorable ...

Comment In: [Blog - 04/13/2012 - 10:06]

Once the kids are in ...

Once the kids are in bed, I 'll parse and change appropriately. r n r nI 'm flattered and enthused that you 've at least loaded my post. Thanks

Comment In: [Blog - 04/04/2012 - 05:13]

Don 't get me wrong, ...

Don 't get me wrong, I 'm feeling the Friction of the Game, but I also saw it coming from a lot further off than I did in, say, CityVille. r n r nIt 's been my experience with CastleVille that if your experience per session lowers as your level ...

Comment In: [Blog - 04/04/2012 - 10:18]

Great article. r n r ...

Great article. r n r nNot only is maneuver important, but also the subsequent axis of attack derived from the movement can make or brake a battle. Add maneuver and facing, and you can have a real compelling war game :

Comment In: [News - 02/24/2012 - 05:51]

Wow, spent way too many ...

Wow, spent way too many blog entries dancing around this particular discussion. r n r nHere 's the big revelation: r n r nGame Design Narrative Design r n r nBUT r n r nNarrative Story r n r nThere should be a crowbar separation there. Narrative is the structure, ...

Comment In: [Blog - 01/16/2012 - 12:22]

In order for character growth ...

In order for character growth to be meaningful, there have to be challenges that the player cannot surmount in the early game but can overcome in the late game. The real trick when it comes to providing challenges to the player early on that he cannot overcome is to do ...