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Mitchell Nelson's Blog

 

I have, since '91, worked on titles for Origin, EA, Virgin, Activision, Sony, Bioware and others, primarily as a department manager, project manager or producer. I currently produce FPS multiplayer games for Tripwire Interactive.

I sometimes also teach game business, design and production classes. I am a student of game theory, especially behavioral game design theory, the brain, GST, complexity and trend prediction methods.

 

Member Blogs

Posted by Mitchell Nelson on Sat, 27 Jul 2013 10:26:00 EDT in Design
A huge list of possible game mechanics can be reduced to only 3 classes of player activities. These classes have ancient roots and special connections to the brain's own reward system.



Mitchell Nelson's Comments

Comment In: [Blog - 04/25/2014 - 02:22]

I am a maker of ...

I am a maker of MMO and traditional multiplayer games. The products made by our studio are known for dedicated, long-term players with many hours invested. I follow and cautiously apply behavioral game design methods that are intended to trigger neurochemical events. r n r nLearning by playing is a ...

Comment In: [Blog - 07/25/2013 - 05:35]

Dopamine is not the only ...

Dopamine is not the only agent at work here. Dopamine release is enhanced by anticipation and novelty. The opiod peptides provide much of the stronger rewards. Serotonin, GABA and certainly epinephrine levels can change in response to game play. Games can even trigger punative chemicals like substance P. r n ...

Comment In: [Blog - 08/24/2011 - 08:40]

There are 2 schools:Narratology and ...

There are 2 schools:Narratology and Ludology. The discussion around the importance of story is straight from Narratology the lesser path, in my view. RPG's however, are one of the purest ludological constructs yet devised. Happens in a magic circle, where dangerous activities can do you no harm in real life: ...