Gamasutra - Blogs http://gamasutra.com/blogs/ Bart Stewart's Blogs Fri, 18 Apr 2014 06:59:23 EDT en-us scarless@think-services.com (Simon Carless) FUS ROH DAH! The Unrelenting Force of Content Coherence - by Bart Stewart http://gamasutra.com/blogs/BartStewart/20120117/90916/FUS_ROH_DAH_The_Unrelenting_Force_of_Content_Coherence.php Design In which we consider how the careful selection of gameplay elements can burn a game into our hearts and minds. http://gamasutra.com/blogs/BartStewart/20120117/90916/FUS_ROH_DAH_The_Unrelenting_Force_of_Content_Coherence.php Tue, 17 Jan 2012 01:41:00 EST In Defense of Surprising Gameplay - by Bart Stewart http://gamasutra.com/blogs/BartStewart/20110820/90038/In_Defense_of_Surprising_Gameplay.php Design Game developers often try to find and remove all unexpected interactions in the belief that anything not intended is likely to be a bug. But this may be unnecessarily preventing the development of games in which surprise is a necessary feature. http://gamasutra.com/blogs/BartStewart/20110820/90038/In_Defense_of_Surprising_Gameplay.php Sat, 20 Aug 2011 01:13:00 EDT Play Style DOES Matter - by Bart Stewart http://gamasutra.com/blogs/BartStewart/20100723/87731/Play_Style_DOES_Matter.php Design Since Warren Spector demonstrated Epic Mickey at E3 2010, there's been a microburst of gaming media coverage of his design philosophy that "play style matters." It's about time. http://gamasutra.com/blogs/BartStewart/20100723/87731/Play_Style_DOES_Matter.php Fri, 23 Jul 2010 05:51:00 EDT Blizzard's Core Game Design Concepts: A Contrary View - by Bart Stewart http://gamasutra.com/blogs/BartStewart/20100313/86885/Blizzards_Core_Game_Design_Concepts_A_Contrary_View.php Design At GDC 2010, Blizzard EVP of Game Design Rob Pardo described a number of design concepts behind Blizzard's games. While these are obviously successful for Blizzard's games, they can be seen as working only for simple action games. There are other kinds. http://gamasutra.com/blogs/BartStewart/20100313/86885/Blizzards_Core_Game_Design_Concepts_A_Contrary_View.php Sat, 13 Mar 2010 03:41:00 EST Reactions to the Schell Presentation: A Playstyle-Based Analysis - by Bart Stewart http://gamasutra.com/blogs/BartStewart/20100301/86779/Reactions_to_the_Schell_Presentation_A_PlaystyleBased_Analysis.php Design The online reaction to Jesse Schell's DICE 2010 presentation can be understood as a reaction to computer gaming becoming a mass entertainment form. Where early gamers enjoyed intangible immersion, today's typical gamer now expects tangible rewards. http://gamasutra.com/blogs/BartStewart/20100301/86779/Reactions_to_the_Schell_Presentation_A_PlaystyleBased_Analysis.php Mon, 01 Mar 2010 06:11:00 EST Enabling Deeper Relationships Through Multifaction - by Bart Stewart http://gamasutra.com/blogs/BartStewart/20100205/86580/Enabling_Deeper_Relationships_Through_Multifaction.php Design The MMORPG concept of "faction" allows small choices to accumulate into big consequences. Extending this concept to allow NPC groups to have faction with each other creates even more dynamic social environments in gameworlds. http://gamasutra.com/blogs/BartStewart/20100205/86580/Enabling_Deeper_Relationships_Through_Multifaction.php Fri, 05 Feb 2010 01:46:00 EST