Our authors look at some of the less glamorous, but no less important, aspects of game development in this week's issue of The Escapist: "What's in a Game?"
Each week we publish letters sent to us regarding previous issues. If you'd like to comment on an article, send your letter to editor@escapistmag.com.
In November 2005, Warren Spector gave a presentation on the future of gaming at the Montreal International Game Summit that caused some controversy. He joins us here to expand on that presentation, in the first of a four-part article series.
"One moment, you're neutralizing a pawn to complete a mission objective and capture points. The next, you're a vile murderer ambushing a penniless grunt to get your hands on the castle's loot. What happened?" Will Hindmarch details how small details can dramatically enhance the depth of a game.
N. Evan Van Zelfden remembers what it was like to visit Rubacava and wonders what it would be like to return again some day.
"If you can walk, you can dance." Chris Dahlen explores the difference between a "challenging" game and a "cinematic" game.




