Warren Spector believes games 'need to be asking bigger questions'
Gamasutra sits down with Spector to catch up on how is return to full-time game dev is going, roughly a year into his work on System Shock 3
, and what sorts of stories games tell best.
Xbox chief suggests game subscription services help devs tell better stories
"The storytelling ability in TV today is really high, and I think it's because of the business model," Phil Spencer tells The Guardian. "I hope as an industry we can think about the same."
Microsoft says earnings are on the rise, thanks to Xbox Live
Microsoft today reported earnings for its most recent fiscal quarter, and though the company's sales and profits were up year-over-year they fell short of some market analysts' expectations.
Gamasutra revisits the first hour of Morrowind
We returned to the shores of Bethesda's third Elder Scrolls
game to talk about what made the series' jump to open-world so influential.
Get a job: Microsoft is hiring a Senior Technical Artist
Microsoft's Xbox Design Studio is looking for an experienced Senior Technical Artist to join its Avatars Team in Redmond, Washington.
Longtime Nintendo game and hardware designer Genyo Takeda to retire
Genyo Takeda, the influential producer and hardware designer behind a number of Nintendo innovations, is retiring after 46 years with the company.
Don't Miss: Dealing with malicious game clones
What happens when your game earns its own ad-ridden malware clone? We explore the issue on the basis of Robot Gentleman's experience with a clone of 60 Seconds!
Capcom looks to boost digital sales as revenue and profits rise
Capcom reported year-over-year increases in both net sales and profit for the fiscal year ending March 31, thanks in part to the success of its ‘Digital Contents’ video game arm.
Join us as we stream the original Morrowind today at 3 PM ET!
Next week marks the 15th birthday of Bethesda Game Studios' sprawling odd-world RPG The Elder Scrolls III: Morrowind
. To mark the occasion, we thought it might be fun to stream it for a bit.
Blog: The making of Streams of Nurture - Part 1
A blog post detailing the pre-production phase of Streams of Nurture
, a salmon aquaculture Ren'Py visual novel that I wrote, coded and designed throughout my senior year in college.
It's time for animators to get more ambitious, says Wonder Boy dev
"Basically I would like to see better animation. Because most of the time, even in really big productions, you see animations you don't believe in."
Remedy planning IPO to fund multi-project development
"We're developing our business in line with our strategy towards a multi-project model, which helps us release high-quality games to the global market more often."
Nintendo Switch sold 2.74 million units in first month
There's been plenty of speculation as to how well the Switch has been performing, but now we have some concrete answers straight from the horse's mouth.
Blog: Portraying violence in video games
It makes all the difference how we portray violence in our games, and how we think about violence. Here's why.
Profits up at Nintendo as Switch makes 'promising' debut
Nintendo has released its financials for the full year ended March 31, 2017, giving us our first glimpse at official Switch sales figures.
Designing the giant battle royale maps of Playerunknown's Battlegrounds
"Building an open world that was suitable for 'battle royale' gameplay from scratch -- and doing it fast, based on iteration -- was the biggest challenge for us in terms of design, tech, and art," says Brendan "Playerunknown" Greene.
Kirby creator coded the original game with a trackball instead of a keyboard
creator Masahiro Sakurai reportedly said he used a Twin Famicom console to develop the game, and had to rely on a trackball to punch in code via a sort of on-screen keyboard.
Amid fan outcry, Atlus eases up on Persona 5 sharing limits
Atlus today apologized for the tone of its warning against sharing video of its RPG Persona 5
, adding that it will now allow more (but not all) of the game to be streamed/shared without complaint.
Why remaking games like Wonder Boy can be creatively inspiring
It's one thing to work on another person's game, it's another to remake a game from 20 years ago and add your own flourish to it.
Video: Rendering the striking visuals of Capybara's Below
Capybara Games' Colin Weick speaks at GDC 2017 about the techniques used to achieve high visual fidelity in the context of the simplified yet dense aesthetic of the studio's upcoming roguelike Below
David Goldhill stepping down as CEO of GSN
Longtime President and CEO David Goldhill has announced plans to leave GSN after a decade in both positions.
Get a job: System Era is hiring a Sr. Technical Designer
System Era Softworks is looking for a Sr. Technical Designer to join its Washington-based development studio and lead the design direction for its game, Astroneer
To create a quality Final Fantasy V translation, fans reworked the game's code
In order to create a fan translation free of typographical errors, a Final Fantasy V
fan dove into game's code and ultimately revolutionized the unofficial translation community.
Don't Miss: The making of Call of Duty 4: Modern Warfare
As more details emerge for the latest Call of Duty
title, take a look back at this postmortem from the developers of Modern Warfare
to learn more about that pivotal entry in the series.
Blog: I released my five year project today (and I feel sick)
After five years of obsessive development, my game about Hell is officially ready to be judged by the world.