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James Coote's Comments

Comment In: [Blog - 02/23/2015 - 12:25]

Yes, that 's what I ...

Yes, that 's what I did, and I wouldn 't recommend to anyone

Comment In: [Blog - 02/13/2015 - 02:02]

No one is accusing gamers ...

No one is accusing gamers of being entitled. As pointed out, the commoditization of games is the underlying problem. No one values them because there are so many. Consumers assume that the vast number of games out there means they 're easy to make. And they see high profile games ...

Comment In: [News - 01/21/2015 - 03:25]

The remote play stuff is ...

The remote play stuff is far more important as excited as I am for this HoloLens device . r n r nThe industry is heading towards device-agnostic platforms: Load up the xbox app on my tablet/smart-tv/pc to play games, in the same vein as PS Now. This is an MS ...

Comment In: [Blog - 01/07/2015 - 06:31]

I went into Child of ...

I went into Child of Light with very little in the way of expectations and really enjoyed it. To the point I didn 't even realise it was a jrpg till the first time I was landed in battle mode. In fact I rather thought the story carried the game ...

Comment In: [Blog - 12/27/2014 - 09:11]

It 's fun when the ...

It 's fun when the same things are presented from a different angle. For example, this year someone suggested for new year 's resolutions, the format of 1 thing to stop, 1 thing to start, 1 thing to keep , which I 'd not come across before. Frames the same ...

Comment In: [Blog - 12/02/2014 - 02:07]

I have the same thing ...

I have the same thing with sci-fi - it 's more than just games set in space. Pick up a copy of New Scientist and there 's more than enough in a single issue to make a great story that doesn 't involve spaceships and aliens. And in fact, there ...

Comment In: [News - 11/24/2014 - 09:40]

Sometimes it 's not enough ...

Sometimes it 's not enough to be innovative in just the game mechanics or functionality. The business model, production processes, marketing are all interconnected, and have to adapt to support the new, exciting stuff being done in-game. For Driveclub, as Nick Harris above suggests, by slowly rolling the game out. ...

Comment In: [News - 11/14/2014 - 06:46]

Depends on the region. In ...

Depends on the region. In Europe, digital is significantly more expensive, whereas in the US, it 's pretty much on a par: r n r nhttp://www.gamesindustry.biz/articles/2014-11-13-overpricing-the-digital-future r n r nhttp://www.vg247.com/2014/11/12/ps4-xbox-one-digital-higher-prices/

Comment In: [Blog - 11/14/2014 - 01:59]

A lot depends on what ...

A lot depends on what you 're building in game, and balancing the cycle time of the game world. If 9 months into a 1 year project, the game apocalypse levels all your hard work, you won 't find many willing to sink another year into the game to try ...

Comment In: [Blog - 11/04/2014 - 08:03]

Sorry, but I disagree with ...

Sorry, but I disagree with your initial design premise. r n r nSoon as you say something like, it 's like Advance Wars, but , or it 's a Rogue-like, but you subconsciously have 95 of the design decisions made for you. Worse, if you try to break out of ...

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