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Jonathan Jou's Blog

 

I, Jonathan D. Jou, of sound mind and body, do hereby bequeath to the foolhardy, the headstrong, and the merely ponderous, the foolhardy, headstrong, and largely ponderous ponderance of a man trying to find the perfect game. ...sort of.

 

Member Blogs

Posted by Jonathan Jou on Wed, 15 Dec 2010 09:02:00 EST in Design
What do bots tell us about MMORPG design? Are they really the problem, or a symptom?



Jonathan Jou's Comments

Comment In: [Blog - 06/04/2015 - 01:25]

If anything, I think the ...

If anything, I think the whole point of version control which is the real point behind version control software like git and SVN was supposed to be that you could commit your changes the night before, wake up the next day, and simply rollback any unintended havoc that mysteriously happened. ...

Comment In: [Blog - 05/18/2015 - 06:56]

Another possible alternative is to ...

Another possible alternative is to make missing collectables a choice with its own benefits: r n r nMaybe the item, left in the lava pit, doesn 't just get destroyed, maybe it becomes a fire-infused version of itself, or maybe it reveals an alternate path down through the lava into ...

Comment In: [Blog - 01/30/2015 - 01:30]

I think I 'm beginning ...

I think I 'm beginning to agree with you, though I think the implications here go beyond monetary compensation. Companies are very justifiably interested in protecting their intellectual property it 's not always the case that a performance containing copyrighted material from a video game isn 't damaging or defamatory. ...

Comment In: [Blog - 11/18/2014 - 01:51]

To be honest, I have ...

To be honest, I have mixed feelings about this design strategy. It 's almost a good pattern, since it isolates the data from the functionality, but I have to argue against creating an incredibly large collection of getter and setter functions for handling variables. It doesn 't make a lot ...

Comment In: [News - 09/05/2014 - 05:21]

I find myself hoping Squeenix ...

I find myself hoping Squeenix and more importantly, the incredible talent and crafstmanship behind each FF title survive this, but also rather amused at the possibility that we might soon be talking about the final Final Fantasy. Funny how a game conceived to be Square 's last hurrah became a ...

Comment In: [News - 08/08/2014 - 03:38]

How do you make a ...

How do you make a game as good as Diablo III, in a few easy steps r n r n1. Force players to suffer through 12 hours of tediously boring introductory normal mode. r n2. Attempt skill diversity and build variety by severely restricting possible builds and removing player choice ...