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April 20, 2018
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Nikhil Murthy's Blog

 

I am a programmer and designer at Why Not Games.

I love prototyping games and participating in jams. I also really like breaking down problems with my games to their root causes and I like solutions that solve multiple problems at once. Elegance in games is very important to me.

My site:

http://whynotgames.in/

Twitter:

https://twitter.com/murthynikhil

LinkedIn:

https://www.linkedin.com/pub/nikhil-murthy/24/86a/155

 

Member Blogs

Posted by Nikhil Murthy on Mon, 16 Apr 2018 09:48:00 EDT in Design
A breakdown of the techs of Civilization.


Posted by Nikhil Murthy on Sun, 01 Apr 2018 01:26:00 EDT in Design, Console/PC
A breakdown of the units of Civilization.


Posted by Nikhil Murthy on Mon, 12 Mar 2018 10:36:00 EDT in Design
Breaking down the components of the cities in Civilization.


Posted by Nikhil Murthy on Sun, 25 Feb 2018 10:12:00 EST in Design, Indie
Assorted thoughts on Getting Over It With Bennett Foddy including musings on the design, authorship, profundity and toxic masculinity of the game.


Posted by Nikhil Murthy on Mon, 22 Jan 2018 09:21:00 EST in Design, Indie
I define life-like games as those games that are about life and defend the idea of them.


Posted by Nikhil Murthy on Thu, 30 Nov 2017 09:42:00 EST in Design, Indie
On what a narrative gap looks like in a systems-driven game, how they can benefit your game and the risks inherent to them.



Nikhil Murthy's Comments

Comment In: [Blog - 04/16/2018 - 09:48]

I agree. The one-more-turn aspect ...

I agree. The one-more-turn aspect has a lot of things that feed into it. My other articles on specific features of Civ go into other supporting parts of the games. r n r nhttp://www.whynotgames.in/blog/syph/civCities r n r nhttp://www.whynotgames.in/blog/syph/civUnits

Comment In: [Blog - 11/06/2017 - 10:16]

The entire in-game description is ...

The entire in-game description is All the adventure of the heart are here, in prose, poetry or pictorial form. Some may be more suitable for private consumption. The openness of this description is key to the gutter I talk about above.

Comment In: [News - 02/13/2017 - 05:00]

This was a great article ...

This was a great article It 's always fun to read the reasoning behind features. Thanks for writing this.

Comment In: [Blog - 01/10/2017 - 09:46]

Well, yes and no. Choosing ...

Well, yes and no. Choosing an option randomly when it is presented to you is very difficult for people to do. Rolling a fair die to determine the move you want to make when playing RPS through a computer is quite easy. It requires some discipline for sure, but is ...

Comment In: [Blog - 12/14/2016 - 05:45]

Correct me if I 'm ...

Correct me if I 'm wrong, but isn 't a side effect of using generators that make generators like this while also making the cost of generators exponential that the time between the player being able to make purchases increases less sharply for high values of x than in a ...

Comment In: [Blog - 07/22/2016 - 03:31]

I agree that the nice ...

I agree that the nice thing about the bad UI is that it gets people talking to each other trying to figure stuff out. My issue is that you can achieve the same goal in many ways, most of which don 't have the many costs of a bad UI. ...