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Intentional game maker who hopes that programming skills and a bit of a creative spark are enough to make a first game.
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Member Blogs
Players don't want to read |
Posted by Axel Cholewa on Wed, 08 Aug 2012 08:37:00 EDT in
Design
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Players want to learn game mechanics. The question is how to teach them. |
Read More... | 16 Comments |
An Idea On Betrayal |
Posted by Axel Cholewa on Wed, 25 Jul 2012 08:06:00 EDT in
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I present a short idea on how to implement betrayal into single player and, more importantly, co-op games. |
Read More... | 4 Comments |
Skill progression in RPGs based on play style |
Posted by Axel Cholewa on Tue, 17 Jul 2012 07:13:00 EDT in
Console/PC,
Design
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While in most RPGs players level up their skills with experience points, GTA: San Andreas already featured an alternative. |
Read More... | 10 Comments |
Wishlist for the Next Big Western Fantasy RPG |
Posted by Axel Cholewa on Sun, 15 Jul 2012 07:31:00 EDT in
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Minor and major changes I'd like to see in the next big fantasy game. |
Read More... | 9 Comments |
KoA: Reckoning - On menus in console RPGs |
Posted by Axel Cholewa on Fri, 17 Feb 2012 03:20:00 EST in
Design,
Console/PC
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In tradition with Eric Schwartz's and Ted Brown's blog posts about Skyrim's user interface, here's a small comment on what Kingdoms of Amalur: Reckoning has to say on that matter. |
Read More... | 16 Comments |
Axel Cholewa's Comments
Comment In: BioWare's founding doctors leave video games behind [News - 11/09/2012 - 02:40]
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People like Muzyka and Zeschuk ... People like Muzyka and Zeschuk are probably not driven away from games just by mediocre receptions of their latest games. You don 't get that far if you can 't stand a few throwbacks though these might be the hardest ones for them . r n r nI am actually ... |
Comment In: Sometimes frustrating design can be fun [News - 11/09/2012 - 12:50]
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Gamasutra seems to have drawn ... Gamasutra seems to have drawn the wrong conclusion from what Keenan did. r n r nMaking those player collisions more fun makes them less frustrating. Keenan didn 't remove the frustration, but he cured it so that it 's no longer frustrating but enjoyable. r n r nThe lesson therefore ... |
Comment In: Having a Family While Facing the Realities of Crunch [Blog - 08/10/2012 - 04:30]
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Nice article, Patrick Thanks for ... Nice article, Patrick Thanks for sharing r n r nHowever, contrary to your suggestion, crunch is neither inevitable nor necessary. I once read a very intersting gamasutra article on this, but that 's more than a year ago and I can 't find it anymore. r n r nHere are ... |
Comment In: Getting Into Making Games [Blog - 08/09/2012 - 06:05]
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I agree with the first ... I agree with the first part, YoYoGames nowadays publish games made with GameMaker on iOS and Android, so it 's definitely worth mentioning. r n r nI disagree on the second part, however. Making games shouldn 't be as hard and especially as programming centric as it still is, and ... |
Comment In: Players don't want to read [Blog - 08/08/2012 - 08:37]
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... where players are more ... ... where players are more interested in the game and prepared to spend a bit more time learning about a novel game play mechanism. r n r nWell, that 's exactly my point: Players DO want to learn novel game mechanics, even the ones totally uninterested in PC indie games. ... |
Comment In: Is Our Players Learning? [Blog - 08/07/2012 - 10:31]
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People don 't read. Seriously. ... People don 't read. Seriously. This has nothing to do with short attention span, your audience being gamers or whatever. When people want to do something they don 't want to read at first but jump straight into action. r n r nI am working in a school lab , ... |
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