Phillip Marlowe has got a chip on his shoulder about game design. Why is it that games are only ever made for 16 to 25 year old men who love shooters? Philip questions the problems facing developers who want to target games for more specific markets.
June 17, 2008 | 08:10It's a dark and haunting day at the bit-tech offices and James Silva is taking to the columns page once more to tell us some ghost stories. How is it that games create a feeling of fear in players and how do horror games generate such a feeling of unease? Jim explains.
March 25, 2008 | 06:39Cliff Harris, ex-Lionhead AI coder turned indie developer, talks us through why he thinks sequels are actually a good thing. Is it possible that EA's endless sequels are a good thing? Cliff thinks so, pointing to his experience at Lionhead as an example...
March 11, 2008 | 07:49James Silva talks about how repetition in game design is actually a very good thing and, looking closely at games like Halo 3, Marathon, BioShock and Ninja Gaiden, asks whether repetitive gameplay is responsible for ruining otherwise excellent titles?
February 5, 2008 | 08:46Simon Hill, designer for Outerlight Software, takes the stage this week to discuss trends in game difficulties. Are games becoming too easy, or are players just getting better? Can developers ever really balance frustration with satisfaction?
January 15, 2008 | 08:10Rob Yescombe, games writer for Free Radical Design and the mind behind the upcoming Haze, takes the microphone in a new guest column. He asks, just why is it that there are no good TV shows about games and whether this could change any time soon?
December 22, 2007 | 07:30October 14 2021 | 15:04