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Filip Wiltgren's Blog


Filip Wiltgren is a writer and game designer living in Sweden. He blogs about game design, writing and productivity at


Member Blogs

Posted by Filip Wiltgren on Thu, 28 Apr 2016 10:31:00 EDT in Business/Marketing, Design, Serious, Indie
Melodrama makes any serious writer cringe - but it's perfect for games as it combines high emotional impact with brevity by using cultural tag markers.

Posted by Filip Wiltgren on Fri, 18 Mar 2016 02:22:00 EDT in Design, Serious, Indie
All games teach. Good games keep teaching. Great games teach something worthwhile.

Posted by Filip Wiltgren on Wed, 17 Feb 2016 02:08:00 EST in Design, Production, Indie
It's hard to find good play testers. That's why we shouldn't even try. Instead, embrace the thought that every critic has valid points, and use emotional feedback to find them.

Posted by Filip Wiltgren on Mon, 11 Jan 2016 01:46:00 EST in Design, Production
All you need to do to create a strong game plot are four words: Yes, But, No, And.

Posted by Filip Wiltgren on Mon, 04 Jan 2016 01:31:00 EST in Business/Marketing, Design, Indie
Quick, what's the tech level in Star Wars, Star Trek, and most SF games? Answer: World War 2. That's because WW2 is the perfect mix of technological power and human decision making.

Posted by Filip Wiltgren on Thu, 19 Nov 2015 01:30:00 EST in Business/Marketing, Indie
A good press kit can help you look good in the media. A bad one will make you look like a clown. This is the bare minimum you need to avoid that - and some extra bonuses.

Filip Wiltgren's Comments

Comment In: [Blog - 02/17/2016 - 02:08]

Yeah, I had a big ...

Yeah, I had a big jump in my insights when I started doing unguided playtests. But I still feel the need to jump in and say no, no, that 's not the way it 's supposed to be played

Comment In: [Blog - 10/30/2015 - 12:43]

Interesting, I hadn 't thought ...

Interesting, I hadn 't thought about the feedback aspect. r n r nIf we imagine a very complex game with instant feedback and instant restart/redo then, as long as there 's enough space for a beginner to work with, you could have a huge decision space and the beginner would ...

Comment In: [Blog - 10/15/2015 - 02:21]

I agree wholeheartedly. Don 't ...

I agree wholeheartedly. Don 't know if you can do this full out inside the game, but you could definitely have a manual or wiki that would highlight the mechanics, especially their interrelations. r n r nOf course, that 's a bit scary and counter-intuitive for a lot of companies ...

Comment In: [Blog - 09/28/2015 - 01:25]

Good question. I think it ...

Good question. I think it goes beyond mere random drops and into the area of what 's the manufacturer 's responsibility for addictive products . r n r nGames are made to be addictive - that 's where the fun lies a game that isn 't addictive won 't be ...

Comment In: [Blog - 09/23/2015 - 02:29]

Yeah, reaching actual gameplay in ...

Yeah, reaching actual gameplay in playtesting is hard. I actually learned this method from UI testing when I was the subject and the test leader started pulling out little pieces of paper. After suffering through 60 minutes of clicking on paper buttons I suddenly realized that I hadn 't offered ...

Comment In: [Blog - 07/27/2015 - 03:18]

Yeah, I keep falling into ...

Yeah, I keep falling into that trap myself from time to time. Perfectionism is a mind killer.