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October 18, 2019
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Thomas Grip's Expert Blogs

Posted by Thomas Grip on Tue, 15 Jan 2019 10:39:00 EST in Design, Console/PC
Quantic Dream learns with each game, and adresses their issues with new features. But with new features come new issues, and lots of juicy design lessons. In this blog post I will talk at length about affordance, then touch upon branching and themes.


Posted by Thomas Grip on Mon, 10 Jul 2017 10:13:00 EDT in
There is something about unclear options which make choices a lot more interesting. This post goes into the reasons behind this, and various ways of achieving it in games.


Posted by Thomas Grip on Mon, 03 Jul 2017 09:00:00 EDT in Design
It's easy to think that the player sees all of the complexity you put into a game, but nothing could be further from the truth. A game's complexity is basically meaningless when it comes to the end experience. What the player perceives is all that matters


Posted by Thomas Grip on Fri, 23 Jun 2017 09:47:00 EDT in Design
Our senses can only capture sliver of reality. We must constantly fill in blanks in our knowledge to properly create a mental image of the world. This processes of filling in gaps is really important to understand and to exploit when crafting games.


Posted by Thomas Grip on Mon, 19 Jun 2017 10:08:00 EDT in Design, Console/PC, Indie
This article goes over why it is so important for choices to matter in a game and how it all has to do with planning. If a user perceives that their actions have no consequences, you remove a core component of engagement - the ability to plan.


Posted by Thomas Grip on Thu, 01 Jun 2017 03:38:00 EDT in Design
Planning affects many aspects of what is so special about games and why we enjoy playing them. This post will go over the reasons behind this, and explains why planning makes games engaging and why it is important for narrative games.


Posted by Thomas Grip on Wed, 24 May 2017 09:57:00 EDT in Design
This article goes over a framework for understanding how videogames work. It divides games into systems, story, and a mental model, and then shows how these interact.


Posted by Thomas Grip on Fri, 12 May 2017 10:11:00 EDT in Design
Not having any combat can be really helpful to horror games and crucial in delivering the desired experience. This article presents the top 6 reasons for this and also explains how it ties into narrative games in general.


Posted by Thomas Grip on Fri, 05 May 2017 09:32:00 EDT in Design, Console/PC, Indie
Do videogames really have to try to tell stories? Are they not just better off focusing on interactive systems and gameplay? In this post I argue that stories are fundamentalto the play experience by supplying context. This story context is crucial in or


Posted by Thomas Grip on Fri, 28 Apr 2017 09:21:00 EDT in Design, Console/PC, Indie
Reality is a fiction created by our brains, a mental model of the outside world. Knowing how this works is crucial to game development and these mental simulations has a huge effect on how a game feels and plays.


[More Thomas Grip Blogs]