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Steven Stadnicki's Blog

 

I'm a longtime software engineer and game developer with a more recent penchant for design; lately I've been building puzzles for various events such as the SNAP (Seattle and Nearby Adventures in Puzzling) hunts and for friends and relatives.

 

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Posted by Steven Stadnicki on Mon, 02 Jul 2012 10:55:00 EDT in Design, Indie
While most people are probably passingly familiar with the ETAOIN SHRDLU letter frequency list, not many know its origin or its flaws for building word games. This post examines some of the alternatives for word game designers.



Steven Stadnicki's Comments

Comment In: [Blog - 02/02/2016 - 01:37]

I 'm not sure I ...

I 'm not sure I entirely agree with this. Obviously not everyone can get the exposure that Jonathan Blow can get just launching on PSN itself is evidence of that , but I think there 's a very clear parallel to this game in Zachtronics 's SpaceChem. That was a ...

Comment In: [Blog - 09/18/2015 - 01:30]

To offer a different take ...

To offer a different take on Ian 's point: I think the problem with talking about 'game feel ' as a fundamental is that it 's like talking about 'how music sounds to the listener '. In and of itself, it 's an empty term. Game feel isn 't a ...

Comment In: [Blog - 09/11/2015 - 03:54]

This looks good - I ...

This looks good - I 'm going to have to take a deeper dive into the math in the last few paragraphs. Can you briefly explain how/why this is superior to constructing the usual quadratic and/or cubic splines on the sphere by the De Casteljau algorithm i.e., a 'tower of ...

Comment In: [Blog - 09/08/2015 - 01:36]

I 've seen many indie ...

I 've seen many indie games that I would consider 'good ' fail. If part of your definition of good is to succeed then your definition is tautological otherwise, unless you 're aware of more than a tiny fraction of the games that do fail and I substantially doubt that ...

Comment In: [Blog - 09/08/2015 - 01:23]

Out of curiosity, is this ...

Out of curiosity, is this still your perspective after the eventual results of your PR campaign

Comment In: [News - 09/02/2015 - 02:11]

Isn 't this mostly self-evident ...

Isn 't this mostly self-evident Of course a title that 's had five years to earn money or get downloaded is going to have a good chance of having made more money than a game that 's only had two years to do so. It 'd be good to see ...