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Sande Chen's Comments

Comment In: [News - 10/23/2012 - 10:02]

I think there are some ...

I think there are some similarities in business model where it would make sense to follow the freelance model of Hollywood. Yes, it would help to have a strong advocacy group or union or guild.

Comment In: [Feature - 09/23/2010 - 04:00]

I agree. Page 3 caught ...

I agree. Page 3 caught me by surprise.

Comment In: [Blog - 08/01/2010 - 08:02]

Thank you for your comment, ...

Thank you for your comment, Ron. For the final product, yes, visual appeal as well as non-bugginess is a deciding factor. But, for the process of learning game design, programmer-created art in prototyping usually does suffice :

Comment In: [Blog - 07/14/2009 - 11:02]

Altug Isigan has written a ...

Altug Isigan has written a response to this blog entry: http://gamedesignaspect.blogspot.com/2009/07/comment-on-sande-chens-reflections-on.html

Comment In: [News - 07/09/2009 - 05:01]

2007's PC RPG of the ...

2007's PC RPG of the Year, The Witcher, was known for its meaningful moral choices. The game is marketed around the tagline: There is no good, no evil... only decisions and consequences. See http://writerscabal.wordpress.com/2007/11/29/narrative-design-and-the-witcher/ for discussion on Act I's choice of letting villagers kill the witch or letting her live. ...

Comment In: [Blog - 06/25/2009 - 10:11]

Great post Loved your insights. ...

Great post Loved your insights. I describe a similar yet slightly different way of imparting story through gameplay in a feature on Gamasutra: http://www.gamasutra.com/view/feature/3736/towards more meaningful games a .php page 2

Comment In: [Blog - 05/01/2009 - 02:40]

Thanks for commenting, Gretar Yes, ...

Thanks for commenting, Gretar Yes, it would be interesting to design games solely for dating purposes these wouldn't be the 2-4 hour action games but just a fun activity to do online to complement e-mail exchanges or IM chats.

Comment In: [Blog - 04/22/2009 - 05:30]

I didn't like that Dom ...

I didn't like that Dom killed Maria either. But at the same time, I understood they needed a way to wrap it up because they couldn't have that character trailing after them, as in Ico.

Comment In: [Blog - 03/03/2009 - 08:08]

Adam, Of course, I agree ...

Adam, Of course, I agree that to succeed as a game writer, one should understand the game development process. That's one of the first items of advice I dispense to screenwriters looking to break into the field. And yes, there are badly written games, just like there are a multitude ...

Comment In: [News - 03/05/2009 - 05:47]

I found in designing games ...

I found in designing games for microtransactions, I had to think about the incentives for the player to buy these items and ensure that there was value in these items and yet, also not disrupt the game balance. I too looked at ZT Online and I believe in a Chinese-language ...

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