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June 13, 2021
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Nick Halme's Expert Blogs

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").

Posted by Nick Halme on Sun, 11 Jul 2010 03:20:00 EDT
SOCOM is supported by the Navy Seals. America's Army is funded by the U.S. Army. Modern Warfare 2 has one scene involving civilians, and stands alone in having civilians at all in a war game. Should we be making war games with actual Mature content?

Posted by Nick Halme on Tue, 18 May 2010 01:39:00 EDT in Design
Lost Planet is a very pretty, very chaotic and unbalanced multiplayer-centric third person shooter. These are some things this strange game from the East has taught me.

Posted by Nick Halme on Sat, 17 Apr 2010 03:53:00 EDT in Design
The discussion surrounding videogames as art is a tired one we would all like to forget. But Roger Ebert is insistent, and perhaps rightly so, to continue the debate. I'm just not sure he understands the field he is criticizing.

Posted by Nick Halme on Wed, 31 Mar 2010 03:28:00 EDT in Design
Thoughts on adding moment to moment variation by investigating the role of player states for both players and AI.

Posted by Nick Halme on Fri, 26 Mar 2010 11:06:00 EDT in Design
Objectives shouldn't be distractions, they should be systems that reward excellence at core gameplay, or teamwork.

Posted by Nick Halme on Wed, 24 Mar 2010 09:36:00 EDT
A recorded playsession of Far Cry 2, written in the voice of a player.

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