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Nick Halme's Expert Blogs

Posted by Nick Halme on Tue, 03 Dec 2019 10:46:00 EST in Design
This is meant to be the first article of a series dealing with design concepts imported from board and digital wargames, with subsequent articles detailing specific mechanics or games and comparing them to videogame genre approaches.

Posted by Nick Halme on Wed, 22 Mar 2017 11:05:00 EDT in Design, Production, Serious
Is it possible to respect developers while disliking some aspect of their work? Is criticism tantamount to disrespect? Why are we all so on edge after the release of Mass Effect: Andromeda?

Posted by Nick Halme on Tue, 15 Sep 2015 02:56:00 EDT in Design, Serious
Contrasting Avalanche Studios' Mad Max with the film franchise from which it draws its context; what is lost in the exchange of mediums, and what is Mad Max the game really about?

Posted by Nick Halme on Thu, 16 Oct 2014 01:32:00 EDT in Design, Smartphone/Tablet
Taking a look at the different sort of multiplayer experience Fuel introduces to mobile games, and some of the precedents set by "traditional" gaming which we can apply to mobile with this new environment in mind.

Posted by Nick Halme on Thu, 27 Mar 2014 12:06:00 EDT in Design
What's so game-like about videogames? Are videogames simply anything we find fun, as long as it's on a computer? Interactive movies? Digital roller coasters? Where is the game in videogames - and why should anyone care about the answer?

Posted by Nick Halme on Tue, 27 Nov 2012 04:25:00 EST in Design, Console/PC
What exactly is difficulty in games? Why do we feel obliged to offer difficulty settings in games, and who are they really for?

Posted by Nick Halme on Wed, 22 Aug 2012 04:17:00 EDT in Design, Console/PC
Is the loot system in Diablo III too random for its own good, and does the game really need an auction house feature?

Posted by Nick Halme on Thu, 30 Sep 2010 11:37:00 EDT in Design
Dead Rising 2 and Dead Rising 1 are nearly interchangeable products. Case Zero is a bite sized chunk of simple zombie fantasy that seems dismissed as promotional by its creators. But is Case Zero a more promising way to roll out zombie fun?

Posted by Nick Halme on Tue, 31 Aug 2010 08:40:00 EDT in Design
Shank is an amusing brawler, but unfortunately the cries of "visuals over gameplay" end up ringing true -- most damagingly in the boss fights.

Posted by Nick Halme on Sun, 25 Jul 2010 09:10:00 EDT in Design
Kyle Stallock and I go over Dragon Age's quirkiness, the "state" of Rockstar, being immersed in games, and whether or not there is some objective measure of a game's success (then implying that you can make marked "improvements").

[More Nick Halme Blogs]