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Ron Dippold's Blog

 
 

Member Blogs

Posted by Ron Dippold on Tue, 15 May 2012 04:24:00 EDT in Business/Marketing
Diablo III's launch is breathtaking in its lack of either concern or competence (your pick).


Posted by Ron Dippold on Mon, 26 Mar 2012 07:58:00 EDT in Design, Console/PC
The Breakout genre has a fundamental problem with lack of player agency causing long stretches of player boredom and frustration. Shatter solved this problem - please take heed if you're going to make a new Breakout game.


Posted by Ron Dippold on Sun, 13 Nov 2011 03:35:00 EST in Design, Console/PC
Players and reviewers who really hate Lord of the Rings: War in the North don't seem to realize there's a dodge button. This is not their fault.


Posted by Ron Dippold on Sun, 31 Jul 2011 06:35:00 EDT in Audio, Console/PC
Sometimes you play a game that's a revelation. 'Tiny Wings' was like that for one touch gaming. 'Bastion' is that game for audio.


Posted by Ron Dippold on Tue, 25 Jan 2011 12:49:00 EST in Design
There was one single, easy thing Epic Mickey could have done to make it a much better game, make players much happier, and boost metacritic scores 10-20 points: minimizing the penalty for death.


Posted by Ron Dippold on Sun, 28 Feb 2010 09:01:00 EST in Design
I'm playing Crackdown again and finding I enjoy it more than Assassin's Creed 2, InFAMOUS, or Uncharted 2. Those are all great games, but crippled by the demands of plot.



Ron Dippold's Comments

Comment In: [Blog - 10/21/2014 - 02:00]

Even outside multiplayer concerns, a ...

Even outside multiplayer concerns, a big problem is that if you actually use the output of a random number generator the user will think you 're cheating or broken. As demonstrated by the Dilbert cartoon there, it 's just no fun if the user misses 8 times in a row. ...

Comment In: [News - 10/22/2014 - 09:12]

@Sean: That 's part of ...

@Sean: That 's part of the beauty of the early review when you can still excuse things with 'obviously that 'll be working ', you can encourage the review on a console fewer configuration bugs and, critically, it 's before all the peons show up and and crush your under-designed ...

Comment In: [Blog - 10/16/2014 - 02:09]

Nice surprise at the end ...

Nice surprise at the end there. r n r nI wonder if you could exploit the seed feature of PRNG - once you know the starting seed you know what every 'roll ' will be, so in this case the decks. Then you 'd need a mechanism for finding and ...

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

Don 't forget the mandatory ...

Don 't forget the mandatory dubstep So glad we 're past that. r n r nGood advice, and all these also work for your sales video on places like Steam I watch the trailer as the final step in the 'should I or shouldn 't I ' decision, and if ...

Comment In: [News - 10/15/2014 - 04:09]

That 's some pretty breathtaking ...

That 's some pretty breathtaking insincerity there. Not that WBI is alone on that, but using the exact same boilerplate text is just contemptuous.

Comment In: [News - 10/13/2014 - 05:46]

Sure hope it 's true. ...

Sure hope it 's true. The 'Google buying Unity ' story was like reaching into your trusty toolbox and finding it 's infested with black widow spiders. A lot of terrified devs screaming, and one month too early for Halloween.