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November 20, 2014
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Tobias Horak's Blog

 

A game designer who studied games programming. Has spent good time researching interactive and dynamic storytelling alternatives. @Zephil on Twitter, come discuss artificial narrative branching!

 

Tobias Horak's Comments

Comment In: [News - 10/17/2014 - 01:32]

Loved the content of the ...

Loved the content of the presentation, but I think it could 've been presented with a bit more dynamism.. juice, even.. har har har. r n r nIn all seriousness, I think the main thing to take from this is that juice isn 't merely something that makes a game ...

Comment In: [Blog - 07/18/2014 - 12:01]

I just wanna say it ...

I just wanna say it 's great to see some Oliver Franzke articles here on gamasutra

Comment In: [Blog - 06/13/2014 - 01:09]

I totally understand. The issue ...

I totally understand. The issue is, it 's not about the technical problems, it 's a matter of design scope. They should have stated the issue clearly, instead of giving excuses that can clearly be debunked as a matter of competence. As you said, everyone seeing themselves as the main ...

Comment In: [Feature - 05/23/2014 - 02:00]

James ' point is especially ...

James ' point is especially true for horror games. Completion metrics are often important because it is an indication of a consumer 's perceived value of an item an unfinished book does not bode well. r n r nHorror, though, is unique in that the inability to complete on account ...

Comment In: [Blog - 05/21/2014 - 08:50]

It 's a sad realization ...

It 's a sad realization to come to that the first reaction towards a move made in our industry is the assumption of immaturity. The collective first thought that the creators of the Far Cry 4 are making a mockery of social issues for effect, rather than attempting to make ...

Comment In: [Blog - 05/14/2014 - 04:49]

Agreement from me as well ...

Agreement from me as well I imagine someone arguing that it sounds selfish of the industry to not want to allow this too happen. Free is good right The issue comes in how it forces design decisions that are actively negative to the game experience. Yes, sometimes F2P is ideal ...