Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 23, 2014
arrowPress Releases
October 23, 2014
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Bart Stewart's Blog


Avid game design theorist; experienced programmer and software project manager; first (noncommercial) game developed was a real-time multiplayer space combat sim for IBM mainframes in 1985. Gaming-related interests include "deep" gameplay, Explorer/Simulationist gameplay, psychology of gamers, player-centered design, massively multiplayer game design, and industry trends. Personal game design blog at:


Member Blogs

Posted by Bart Stewart on Wed, 23 Apr 2014 08:33:00 EDT in Design, Console/PC
A month before its release, Watch Dogs is being described as having a highly dynamic world conducive to thoughtful exploration, but also as having simplified mechanics better suited to exciting action. Which impression is more accurate? Both? Neither?

Posted by Bart Stewart on Tue, 17 Jan 2012 01:41:00 EST in Design
In which we consider how the careful selection of gameplay elements can burn a game into our hearts and minds.

Posted by Bart Stewart on Sat, 20 Aug 2011 01:13:00 EDT in Design
Game developers often try to find and remove all unexpected interactions in the belief that anything not intended is likely to be a bug. But this may be unnecessarily preventing the development of games in which surprise is a necessary feature.

Posted by Bart Stewart on Fri, 23 Jul 2010 05:51:00 EDT in Design
Since Warren Spector demonstrated Epic Mickey at E3 2010, there's been a microburst of gaming media coverage of his design philosophy that "play style matters." It's about time.

Posted by Bart Stewart on Sat, 13 Mar 2010 03:41:00 EST in Design
At GDC 2010, Blizzard EVP of Game Design Rob Pardo described a number of design concepts behind Blizzard's games. While these are obviously successful for Blizzard's games, they can be seen as working only for simple action games. There are other kinds.

Posted by Bart Stewart on Mon, 01 Mar 2010 06:11:00 EST in Design
The online reaction to Jesse Schell's DICE 2010 presentation can be understood as a reaction to computer gaming becoming a mass entertainment form. Where early gamers enjoyed intangible immersion, today's typical gamer now expects tangible rewards.

Bart Stewart's Comments

Comment In: [Blog - 10/15/2014 - 02:02]

It sounds like the bottom-line ...

It sounds like the bottom-line design goal in question here is replayability. How can you as a game designer achieve that goal r n r n Content variation is what occurs to me. If every challenge is the same, there 's no replayability -- so how do you make challenges ...

Comment In: [Feature - 10/12/2001 - 04:54]

Ah, I do love a ...

Ah, I do love a good list. : r n r nThis one is actually pretty excellent, and I agree with the purpose behind it. If you don 't know what different kinds of people think is fun -- and why -- you have no basis for knowing what to ...

Comment In: [Blog - 10/09/2014 - 04:48]

I will amend my statement ...

I will amend my statement to read more interesting. : r n r nI like systems. I enjoyed the highly systemic interpretations of magical forms in Lyndon Hardy 's Master of the Five Magics . But it wasn 't as interesting -- to me personally, and I think maybe on ...

Comment In: [News - 10/01/2014 - 05:55]

Things have come a long ...

Things have come a long way from the death of the PC just a few years back. r n r nAs Doug Church speculated in a Gamasutra interview nearly ten years ago now, independent development of PC games has become both a financial and critical success. For all the games ...

Comment In: [News - 09/25/2014 - 07:04]

IANAL, but I think you ...

IANAL, but I think you 're incorrectly conflating two kinds of judicial business. r n r nOne is ruling on whether a law is permitted by legal code at the appropriate level of jurisdiction for that court. That 's not the kind of case in question here, and it 's ...

Comment In: [News - 09/26/2014 - 01:21]

Excellent article. r n r ...

Excellent article. r n r nFrom my initial user-centric use of Steam 's new interface, I think it 's still at the mostly potential stage of its life. Curators are a good idea. But the Curators suggested for me are the same high-volume sites I can already get to. I ...