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Gamasutra Expert Blogs: From The 3D Debate To The Over-Complexity Of Rhythm Games

In highlights from Gamasutra's <a href="http://www.gamasutra.com/blogs/expert/">Expert Blogs</a>, industry notables write on the debate over 3D stereoscopic games, compensating for players' reaction times, and the new breed of rhythm games.

Tom Curtis, Blogger

August 26, 2010

2 Min Read
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In highlights from Gamasutra's Expert Blogs, industry notables write about diverse topics, including the continuing debate over 3D stereoscopic technologies, compensating for players' reaction times, and the dangerous complexity of rhythm games. In our weekly Best of Expert Blogs column, we showcase notable pieces of writing from members of the game development community who maintain Expert Blogs on Gamasutra. Member Blogs -- also highlighted weekly -- can be maintained by any registered Gamasutra user, while the invitation-only Expert Blogs are written by development professionals with a wealth of experience to share. We hope that both sections can provide useful and interesting viewpoints on our industry. For more information about the blogs, check out the official posting guidelines. Here are the top blogs for the week: This Week's Standout Expert Blogs - The 3D Backlash: Is It Real, And Who Gains From It? (Neil Schneider) In the long-running debate over the viability of 3D, Neil Schneider proposes that the backlash against 3D doesn't come primarily from consumers or developers, but from the gaming press, whose review system becomes much complex with the addition of 3D technologies. - My $0.02 On The Platform Cycle And Social Gaming (Trent Oster) Trent Oster offers a model that illustrates how new trends in the game industry evolve over time and create a cycle that repeats as new market opportunities reveal themselves. - Why Don't Games Calibrate To Peoples' Reaction Times? (Travis Johnston) As players get older, their hearing and precise motor control often become less acute; Travis Johnston suggests that games evaluate players' reaction times to compensate for those who struggle with complicated tests of dexterity. - Game Audio For Producers: Part 1 - Sound Design Manpower (Levon Louis) In part of a series of entries regarding game audio, Levon Louis explains the importance of managing your resources to make the best use of your time and budget. - Complexity Will Not Save The Music Genre (David Wesley) As rhythm games, evolve, developers have begun to favor increased complexity to make their products more appealing, though David Wesley believes that increasing the complexity of rhythm games strays away from what makes these games so appealing in the first place.

About the Author

Tom Curtis

Blogger

Tom Curtis is Associate Content Manager for Gamasutra and the UBM TechWeb Game Network. Prior to joining Gamasutra full-time, he served as the site's editorial intern while earning a degree in Media Studies at the University of California, Berkeley.

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