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Lewis Pulsipher's Comments

Comment In: [Blog - 11/10/2014 - 02:16]

Links to discussions of the ...

Links to discussions of the effects of advantage and disadvantage, which vary with the kind of number high or medium you 're trying to achieve. Certainly it isn 's 25 . r n r nIt 's a really clever mechanic, if you understand it correctly. r n r nhttp://tabletopterrors.com/2014/10/16/advantage-disadvantage-and-beyond-the-true-odds-of-extra-d20s-by-kerne-fahey/ r ...

Comment In: [Blog - 10/15/2014 - 02:02]

If your game is a ...

If your game is a continuous series of events that lead causally from one to the other, then you are maximizing the amount of unique situations that can occur. I think this idea is counter-intuitive to many, who think that random events occurring somewhere in there must increase the amount ...

Comment In: [Blog - 12/17/2013 - 05:18]

Much of the discussion of ...

Much of the discussion of game design theory hinges on semantics. Unfortunately, trying to define win and lose is hopeless simply because of differing perceptions of game players. r n r nFor example, let s take one of the most competitive games in existence, the boardgame Diplomacy. Draws are quite ...

Comment In: [Blog - 08/22/2014 - 10:24]

Hell the reason so so ...

Hell the reason so so so many games that come out suck is many people in this industry arent that good, the last thing they need is for someone more knowledgeable, talented, and experienced pointing it out to upper management and the world. Exactly. r n r nThe prevalence of ...

Comment In: [Blog - 06/20/2014 - 11:21]

. . . peoples willingness ...

. . . peoples willingness to pay is linked to their perceived value. That doesn 't seem to fit. Go back enough years and if you wanted a particular oldie song you might end up buying a Best Hits CD, or later, perhaps find it on iTunes. But as young ...

Comment In: [Blog - 06/09/2014 - 09:04]

By the way: If I ...

By the way: If I regarded myself as a professional story-maker, I certainly wouldn 't use the word narrative to describe what I was doing. Everything humans do has a narrative, an account of what happened, but that narrative is rarely of interest to other people. Driving to the store ...

Comment In: [Blog - 06/04/2014 - 03:06]

The hidden assumption in this ...

The hidden assumption in this article is that you re creating a game as an experience, akin to an interactive movie or novel. Here the objective is for the player to succeed often fairly comfortably and a perfect balance , where every choice is a good one in the long ...

Comment In: [Blog - 05/17/2014 - 01:30]

Outstanding experience here for aspiring ...

Outstanding experience here for aspiring designers, thank you. I 'll suggest that everyone in my classes read it including the comments . r n r n r nThere are video game people who ignore tabletop as though it doesn 't matter - Greg Costikyan calls them vidiots - and tabletop ...

Comment In: [Blog - 04/26/2014 - 03:58]

I have been giving students ...

I have been giving students this advice for years, but this is the longest, most thorough explanation I 've seen of why video game developers should start with simple projects that they have a decent chance of finishing, rather than shoot for the moon. I 'll refer students to it. ...

Comment In: [Blog - 04/03/2014 - 01:52]

The worst of it is, ...

The worst of it is, if you crunch for more than a couple months, your performance degrades so that you don 't do any more than you would in 40 hours. IGDA itself researched this years ago: r n r nWhy Crunch Modes Doesn 't Work: Six Lessons r nWhy ...

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