Posts Tagged ‘gamasutra’

Gamasutra – News – In-Depth: No Female Heroes At Activision?

Wednesday, August 4th, 2010

Gamasutra - News - In-Depth: No Female Heroes At Activision?.

"Most of the focus tests that I have seen run at Activision are very questionable," says one source, an assertion with which the other sources agreed. "If someone from publishing has a point to prove or can't get an idea in the game, the focus test questions are skewed, and the Activision feedback is skewed in their favor," he says.

"I have sat in a focus test that in the team's opinion went exceptionally well, but the feedback sent to the higher-ups from someone on the publishing side were skewed to be the exact opposite," he adds -- even in cases where according to the source "some of them stepped in our studio maybe twice in two years."

(via Ron Gilbert's twitter)

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Gamasutra – Features – Evaluating Game Mechanics For Depth

Wednesday, July 21st, 2010

Another great article posted up on Gamasutra.  This one is written by Mike Stout, formerly of Insomniac.  It's really good look at how to fix mechanics in your game that seem to get old quickly, due to lacking depth.

Gamasutra - Features - Evaluating Game Mechanics For Depth.

At this time in my career, I didn't yet understand the important distinction between meaningful skills and too-basic skills. I didn't know how important clearly identifiable objectives were. And so, lacking experience, I decided to just start adding features until the mechanic was deep enough. If you're groaning at this, then I congratulate you. I'm groaning, myself, as I write this.

Besides moving blocks around, I decided it would be great if the player could grab and drag around a wacky robot (if you're reading this and thinking "oh, you improved the theatrics," you get a cookie). The player could then drop the robot on buttons to open doors. This didn't help as much as I wanted it to -- it just still seemed way to shallow.

So I forged ahead and kept adding features (groan).

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Gamasutra: Making Games on the Side

Thursday, July 15th, 2010

Gamasutra - Features - Making Games On The Side: Development In The Real World.

Great article that profiles a couple of folks working on game projects in their spare time.  A pretty inspiring read, particularly if you are trying to do the same sort of thing.  Good advice from the developers too.  Read it.

"I guess my main thing is I try never to force it, I don't try to stress myself out doing it," he says. "If I feel like I have something to say or a game that I really want to make, I'll take the steps to do it, but I'm not 20 anymore so I don't really feel like spending 24 hours of my weekend jamming on a game so much. I do have a wife, so she wouldn't be too happy with that.

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Gamasutra: Stories from the sandbox

Thursday, February 14th, 2008

A fantastic article over at gamasutra discusses stories in sandbox games.  It thoroughly discusses the various scenarios in which story can play into these games, and how to best incorporate it there.  Game students, read this article.

It also mentions one of the best (free) indie games you've never played.

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