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An analysis of the design of the first dungeon in The Legend of Zelda.
posted by Edogy on Jan 9, 2012 - 40 comments

Starting the game at a higher than normal difficulty introduces the concept of "Darwinian Difficulty", which can be summarized by the motto "adapt or die."
Exploring the lack of a difficulty curve via diamond-hard games Ninja Gaiden Black and Demon's Souls.
posted by griphus on Nov 3, 2011 - 63 comments

Greg Mclanahan of Gamasutra talks how to design achievements right.
posted by flatluigi on Mar 20, 2011 - 78 comments

An interview with Jonanthan Blow, creator of Braid, about his upcoming game, The Witness by Simon Parkin in Gamasutra. [more inside]
posted by shadytrees on Dec 25, 2010 - 24 comments

Ever wonder how the physics of Portal's portals worked? Or how Mario could walk on space rocks in Super Mario Galaxy? Games Demystified seeks to answer these pressing questions, with code samples and working demos. [more inside]
posted by hellojed on Nov 7, 2009 - 8 comments

What can one learn from the design choices of past games? John Harris discusses different game aspects, 20 games at a time, at Game Design Essentials. You can read on 20 Open World Games (where generally the player is left to his own devices to explore a large world), see your destroyed controllers in a new light with 20 Difficult Games or check out 20 Mysterious Games (that rely on algorithmically-generated content or emphasize secret-hunting), 20 Unusual Control Schemes and 20 Atari Games. What about roguelikes, you say? [more inside]
posted by ersatz on Sep 30, 2008 - 51 comments

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