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Harold Myles's Comments

Comment In: [Blog - 01/16/2013 - 02:44]

Nice article. r n r ...

Nice article. r n r nOne thing I would mention and you might want to think about deals with your last definition: r n r nA game has explicit rules and goals, and is played with the primary purpose of learning. r n r nWhile I agree that much of ...

Comment In: [Blog - 01/03/2013 - 04:21]

Interesting. Kind of stretching it ...

Interesting. Kind of stretching it on the analysis of Hotline Miami though. r n r n The colors are ... Miami. r n r nIts all those crazy colored Cuban stucco buildings. Look at GTA Vice City. Go to google image search and type in 'Miami '. r n r ...

Comment In: [Blog - 12/20/2012 - 05:02]

I don 't really think ...

I don 't really think a setting itself for a video game can be appropriate or inappropriate in general. Possibly a better question would be 'is a particular setting appropriate for a specific audience ' For example if your audience is young kids, then a strip club is not an ...

Comment In: [Feature - 12/12/2012 - 04:55]

I might have missed it, ...

I might have missed it, but what is a 'hardcore gamer ' The article mentions it over and over, but never defines it. If you asked 100 people what 'hardcore gamer ' means you would probably get 100 different answers. r n r nAgain, my apologies if somewhere in the ...

Comment In: [Blog - 12/07/2012 - 01:30]

1 r n r nGood ...

1 r n r nGood post. I know very well the truth to much of it because I am one of those engineers that want to over-engineer. r n r nMy first inclination to a solution tends to be vast, complicated systems, with many moving parts. And then I have ...

Comment In: [News - 11/30/2012 - 09:46]

@Dave. Well it is subjective ...

@Dave. Well it is subjective I agree. r n r nBy definition I would say a game is great when the mechanics and structure alone completely support it and are compelling. So by my definition Silent Hill and Uncharted are not great, because their is nothing that compelling about their ...

Comment In: [Blog - 11/16/2012 - 05:25]

I think 1, 5 on ...

I think 1, 5 on your list are what really made the original spectacular. r n r n 6 is a failing in the first game as well. In fact the AI was pretty stupid in the original, just the overall difficulty made it so that it didn 't really ...

Comment In: [Blog - 11/07/2012 - 09:12]

It is strange to have ...

It is strange to have an article about Rogue-likes and failure and not mention Dwarf Fortress. I mean the game 's tag line is Losing is Fun. r n r nAs well I do not think Demon Soul 's is appropriate example. It is a not rogue like and there ...

Comment In: [Blog - 11/05/2012 - 07:22]

Need more Infinity-Engine-esque tactical gampelay ...

Need more Infinity-Engine-esque tactical gampelay goodness.

Comment In: [Blog - 10/31/2012 - 02:00]

Interesting article. r n r ...

Interesting article. r n r nOne way negotiation of price is being introduced is by player run economies. In GuildWars2 players can buy/sell Gold to Gems and Gems to Gold. In Diablo 3 players go get the loot and decide how much to sell it for, while other players are ...

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