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May 23, 2019
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Alex Belzer's Comments

Comment In: [Feature - 03/19/2008 - 05:20]

Final Fantasy VI, and the ...

Final Fantasy VI, and the rest is commentary.

Comment In: [Blog - 05/14/2015 - 02:13]

Chasing visual verisimilitude is truly ...

Chasing visual verisimilitude is truly the pitfall of AAA studios, often being the sole focus of innovation, or creating a dissonance in all the other ways the world is fake. You guys are totally spot on Anna Anthropy has some quote I 'm butchering, about how abstraction is where the ...

Comment In: [Blog - 05/04/2015 - 01:51]

Didn 't the Kickstarter mention ...

Didn 't the Kickstarter mention a super-secret guest writer When is that going to be revealed Did they also use Contour

Comment In: [Blog - 04/01/2015 - 03:04]

I wonder, what 's the ...

I wonder, what 's the life expectancy of game developers No reason I 'm asking...

Comment In: [Blog - 10/29/2012 - 04:06]

I always tell people, Hotline ...

I always tell people, Hotline Miami is the only game I 've played where I feel comfortable with the violence --and I say this because the violence in this game particularly makes me so uncomfortable. r n r nMorally justified killing is flatly accepted in mainstream media, most especially videogames--from ...

Comment In: [Blog - 02/05/2015 - 01:26]

Systemizing emotional and mental happenings ...

Systemizing emotional and mental happenings of the player character is the way of the future Glad to see more games doing this. I 'm excited to try the game for myself now.

Comment In: [Blog - 01/30/2015 - 01:30]

Your desire for empathy in ...

Your desire for empathy in games is inspiring. What mindset could be more healthy Thanks for writing this. Sometimes I feel all alone in wondering why casual violence is so celebrated and unquestioned in videogames, still.

Comment In: [News - 01/23/2015 - 04:00]

PROCEDURAL RHETORIC is the future. ...

PROCEDURAL RHETORIC is the future. Dear Fares, please read about it It sounds like your ideas are already roughly in line with its principles. I loved Brothers. It was a pleasure to see a post-Ico game that used it 's ideas as a seed, rather than as a blueprint. r ...

Comment In: [Blog - 12/29/2014 - 02:17]

I think this is one ...

I think this is one of the few examples of games where the internal lives of the NPCs are represented during simulation, and not just hinted at in cutscenes. Very cool. Too bad it 's one of those optional, slightly buried systems, instead of, say, the focus of the game...

Comment In: [Blog - 12/22/2014 - 11:56]

To be fair re: Dark ...

To be fair re: Dark Souls, one can read the loading-screen descriptions of game items from the inventory menu if they missed it in the loading screen. Not so sure the same can be said for the loading-screen descriptions of NPCs, though :/

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