Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 7, 2015
arrowPress Releases
October 7, 2015
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Taekwan Kim's Blog   Expert Blogs


Indie Speed Run 2012


Expert Blogs

Posted by Taekwan Kim on Thu, 13 Aug 2015 03:22:00 EDT in
Games aren't necessarily more compulsive than any other activity of human consumption--the difficulty is sorting out what motivates players in the first place

Posted by Taekwan Kim on Mon, 27 Jul 2015 03:18:00 EDT in Design
A direct response to Warren Spector's post on Telltale and their games

Posted by Taekwan Kim on Mon, 28 Apr 2014 01:07:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
On legitimacy, “ludic relativity”, and reality

Posted by Taekwan Kim on Wed, 18 Sep 2013 10:38:00 EDT in Design
On the gameplay value of the AH from the perspective of a Hardcore mode player

Posted by Taekwan Kim on Mon, 22 Jul 2013 11:00:00 EDT in Design
Why does a smart take on the cottage industrialization/mass production of celebrity insist on idiocy?

Posted by Taekwan Kim on Fri, 28 Jun 2013 01:25:00 EDT in Design
Why actually do stories and systems have to be mutually exclusive?

Taekwan Kim's Comments

Comment In: [Blog - 09/15/2015 - 02:51]

I want to mention Bushido ...

I want to mention Bushido Blade as another game worth studying. That game highlights the problem that sword mechanics often focus far too much on trying to simulate the physical control of a swing. Instead, Bushido Blade was fundamentally built around defensive reaction and thinking, and mostly abstracted the swing ...

Comment In: [Blog - 09/09/2015 - 07:20]

I think the difficulty with ...

I think the difficulty with this is that mainstream games this seems to be an unnecessary distinction to me, but for the sake of discussion I 'll use that term operate through rulesets, through win/loss or success/fail states, to generate the bulk of their experiences. As a result, embedding rhetoric ...

Comment In: [Blog - 08/24/2015 - 02:51]

I think the difficulty is ...

I think the difficulty is that unique moments in games actually have to be completely new rulesets separate from the core game for them to be unique . Even when a ruleset is genuinely interesting, you can 't really do it justice without having to flesh out a whole new ...

Comment In: [News - 08/21/2015 - 12:03]

I think difficulty increases can ...

I think difficulty increases can avoid too much controversy as long as they are not unique exceptions that ignore the underlying systems/fiction/authorial message. r n r nI 'm in particular reminded of the Detroit Megacity guards in early versions of N.E.O. Scavenger. These NPCs patrol the area around DMC, armed ...

Comment In: [Blog - 08/21/2015 - 01:47]

That 's interesting, I didn ...

That 's interesting, I didn 't see anything in this article about not doing anything that might possibly offend people. It even expressly says the content doesn 't necessarily need to be changed, merely that devs should be aware of the potential meaning of their content. The author does highlight ...

Comment In: [Blog - 08/13/2015 - 03:22]

Okay, I have to say ...

Okay, I have to say right off the bat that I 'm truly sorry for the length of my comments. It 's asking a lot for anyone to read that much, and that 's really cool of you that you bothered to do so. r n r nYes, I agree ...