Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
February 12, 2016
PR Newswire
View All
View All     Submit Event






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Chad Wagner's Comments

Comment In: [Blog - 09/16/2015 - 11:12]

I 'm really enjoying this ...

I 'm really enjoying this discussion - since I have been thinking about these ideas, myself r n r nAn interesting thing about your example of Game A vs Game B is player knowledge. If Game B had a bullet on the back of the box that said Throw co-players ...

Comment In: [Blog - 09/15/2015 - 02:51]

Some of what you 're ...

Some of what you 're describing could also fall under the label of Yomi. Which fighting games in general flirt with- even though the form is quite different...games like Soul Calibur do use weaponry and fancy move sets to set up split second situations where telegraphing action and response play ...

Comment In: [Blog - 08/25/2015 - 01:22]

This is indeed the talk ...

This is indeed the talk I was referring to, thanks Veerdhawal r n r nLooking over what I can find from Battlefield Heroes I see: r n 2008 May - closed beta r n 2009 Jun - open beta r n 2009 Nov - pricing model change r n 2011 ...

Comment In: [News - 08/21/2015 - 01:45]

On some level, I believe ...

On some level, I believe if your emergent behavior doesn 't come from understandable applications of your design - then it is indistinguishable from random behavior r n r nDeveloper 's Perspective: all the points in the talk apply just as well to random results, as emergent. The primary difference ...

Comment In: [Blog - 07/31/2015 - 03:51]

I would like to think ...

I would like to think that there is a way to design a successful game beginning with a story, instead of gameplay. As a parallel, consider an artist who prepares to paint a picture - must they consider the media, before they consider the subject Must they decide I 'm ...

Comment In: [Blog - 06/01/2015 - 02:29]

To see the prophecy that ...

To see the prophecy that this fulfills, see The Dragon Speech Chris Crawford : http://www.youtube.com/watch v kaBte1cBi5U r n r nIt is unfortunate that the big business of gaming is far better served by quickly disposable experience, instead of the durable...and that among other forces has lead us here. The ...

Comment In: [Blog - 05/14/2015 - 07:12]

Pointillism. The original pixel art ...

Pointillism. The original pixel art Seurat and Signac created is out of the blue splitting from impressionism . Pointillism was used as a pejorative term, initially...but now it is the accepted term. Perhaps this is the destiny of the term pixelated. r n r nTo be blunt: after the Renaissance, ...

Comment In: [Blog - 05/05/2015 - 01:22]

I 'm always speaking up ...

I 'm always speaking up for this option...but don 't forget Ogre3D r n r nNo licensing fees r nopen source r nintegratable with many other libs physics engines, character controllers, etc. r nmuch of the same rendering tech available in the commercial engines r ngood community/learning resources r n ...

Comment In: [Blog - 04/23/2015 - 05:47]

I remember this game stumbled ...

I remember this game stumbled upon a huge controversy at the time of its release. Westwood took a very interesting approach to dealing with the problems of interactive storytelling: they decided that the player character was the most important element of the story and the players experience - and chose ...

Comment In: [Blog - 04/20/2015 - 01:22]

I find myself interested in ...

I find myself interested in the realm that you say is rare : Randomness and unpredictability without human opponents. r n r nAlso with what you might call puzzle generators. Like a puzzle, but generated afresh each play which lends it game-like replayability . r n r nSolitaire is the ...

[Previous] | [Next]