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September 16, 2019
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Thomas Grip's Comments

Comment In: [Blog - 06/02/2013 - 04:09]

Great to see someone else ...

Great to see someone else writing about this. I gave a talk at this year 's GDC on the same topic that much of the game happen in the player 's mind , but from a different perspective. r n r nScript here if you are interested: r nhttp://frictionalgames.blogspot.se/2013/04/gdc-2013-talk.html

Comment In: [Blog - 06/03/2013 - 11:50]

Great to see somebody else ...

Great to see somebody else writing about this. I think this is a fascinating subject and you bring up some good points. As I have not really seen anything written about this yours is the first from another dev I can recall seeing , I wonder how much it is ...

Comment In: [Blog - 05/16/2013 - 09:35]

Some thoughts that I might ...

Some thoughts that I might just drop here: r n r n1 The most important thing to consider in these sort situations is what is the intention . Is it to convey story Is it in order to show the suffering of the people Is it just to have some ...

Comment In: [Blog - 05/13/2013 - 03:09]

I am happy with not ...

I am happy with not having any direct HUD for Amnesia. But perhaps one could have used something and skipped the inventory screen. The lack of HUD and moving stuff to the a menu screen has deep roots in horror going all the way back to Alone in the Dark, ...

Comment In: [Blog - 10/10/2011 - 06:08]

Heard tons of good stuff ...

Heard tons of good stuff about the Dark Eye, but unfortunately not played it myself. Is it possible to get it working on modern computers Also want to say that it is fun to see people that have done these kind of projects getting involved in the game's discussion again ...

Comment In: [Feature - 08/05/2010 - 04:30]

Great article I think it ...

Great article I think it brings up some very important issues Personally, I do not think that that story and gameplay as we know them in games will produce anything but genocide-simulators. To bring deeper themes/meanings into games, I think we need to rethink what we videogames can be and ...

Comment In: [Blog - 04/12/2010 - 04:48]

Glenn Storm: There are games ...

Glenn Storm: There are games where death play an integral part, like Planescape: Torment where the player is really meant to die at times in order to grasp the full story. In games like this, death is an integral part of immersing the player and to deliver a certain meaning. ...

Comment In: [Blog - 03/15/2010 - 05:55]

I find many games like ...

I find many games like God Of War, Final Fantasy 7 fun to play and I like their stories. I do not want that these kinds of games should stopped being produced. But all story elements unless they have to do with combat in these games come in the cut-scenes ...

Comment In: [Blog - 02/16/2010 - 07:00]

We at Frictional Game have ...

We at Frictional Game have Linux support for all our commercial games and have actually sold more on Linux than on Mac. Linux has been a lot easier to get the game working on too as Mac drivers can be a bit strange. I am not the one doing the ...

Comment In: [Blog - 02/15/2010 - 09:03]

Steve Mallory: I agree, no ...

Steve Mallory: I agree, no matter how interesting the meaning is, the game still needs to be good. I think having a solid meaning is a good start towards creating a good game though. I do not understand why you bring in sales figures. There is no casual relationship between ...

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