Are players less skilled than they were 20 years ago?
Data on player death in an indie game: "We have learned that PC gamers play far better than smartphone casual gamers. Not only that, casual gamers are terrible players!"
The GameStopping of the local retro game retailer
GameStop's recent moves into the retro video game market could cause major shifts for small independent retro game retailers.
You can get U.S. government grant money for your educational game
ďEight years ago, our programís portfolio didnít include a single educational-themed game or project. Today, about half of those projects are educational games.Ē
Video: VR game design for indies
As part of the GDC 2015 Independent Games Summit, a panel of indie developers with VR development experience try and shed some light on the idiosyncracies of making VR games.
In defense of Valve's new Steam Workshop storefronts
"Iím currently working on a mod right now. I plan to release my mod for free once itís done. But as a creator, itís also nice to know that there may be an option to make some income off of future projects."
Obituary: Artist Francis Tsai
Artist who worked on games such as Myst III
and the Tomb Raider
franchise succumbs to ALS after a five-year struggle.
Tears in rain: Remembering the Blade Runner game
"There wasnít anything quite like Blade Runner
back when it launched in 1997. Worse yet, there still isnít. The game deserves to be influential but remains virtually unknown."
Lasting connections: Enduring games, enduring relationships
"The game wants you to connect with the players around the table. That's why we gather for board games, right? These connections don't define us, but they are the finite moments of life."
No, MS-DOS games weren't widescreen: Tips on correcting aspect ratio
"Let us all agree that next time we present a screenshot of game from the '80s and early '90s, we should at least keep 4:3 images as 4:3 images!"
We're not even sure how we got through Steam Greenlight
"So: we were most likely not anywhere close to the top 100 during a periodic batch. How, then, did we get Greenlit? We have a few possible theories."
Peter Molyneux: Talking to the press too early can be your undoing
Peter Molyneux, discussing his techniques for iterative development at Reboot Develop, says that talking to the press about your current idea of what your game will be can be a mistake.
Beyond the Pentakill: The future of competitive game design
"I argue that people being jerks to each other is not a property intrinsic to competition, but rather due to the way we are framing
Marvel vs. Telltale: Adventure studio to make games based on Marvel IP
The prolific and license-happy developer of The Walking Dead
has signed a deal with the ascendent comic book and Hollywood IP factory.
Is Nintendo courting an eSports audience with Splatoon?
allows for adaptive playstyles, the game has elements of a sport, and with all the thought weíve put into the things we've mentioned so far, I think it will appeal to eSports players.
Xbox business shows decline in Microsoft's latest results
Lower prices for the Xbox One and lower sales overall for its consoles means that Xbox revenues are down 24 percent, and hardware sales are down 20 percent.
You started playing a story-based video game, and then this happened...
"Once you start letting some random, sentient entity (e.g. a human) poke around within the confines of the narrative framework of your video game, things often get broken."
Smash Bros.' Sakurai speaks out against the 'DLC scam'
"These days, the 'DLC scam' has become quite the epidemic, charging customers extra money to complete what was essentially an unfinished product."
Get a job: Be a Systems Designer for Sucker Punch
InFamous: Second Son
creator Sucker Punch is looking to bring on a systems designer to work on building out features alongside the game design team in the studio's Bellevue, WA office.
The PSP is dead, and developers are still releasing games for it
Sony discontinued its PlayStation Portable last summer, but that isn't stopping Victor Ireland's Gaijinworks from releasing two new (to North America) PSP games -- potentially in physical UMD form.
Blog: Working with Valve to build one of the first paid Skyrim mods
"I was approached by Valve on behalf of Bethesda," writes one dev invited to make a Half-Life
paid mod. "I decided to take a crack at implementing Gordon Freemanís crowbar."
The Unity task system: An AI controller
"I am going to share the system I use to control the AI of the characters in my current game. Once you grok the idea you can much more easily tweak it to your needs."
Don't Miss: The postmortem of Never Alone's cross-cultural design
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone
Game mods can now be sold on the Steam Workshop for real money
Valve is letting users charge real money for game mods on the Steam Workshop, starting with Skyrim
and rolling out to other games (contingent on the approval of their developers) in the weeks ahead.
Now that I run my studio, I understand the 'insanity' of my old bosses
"Now that Iím a CEO and a business owner, the tables, of course, are turned. What I realize now is that business is not the smoothly running ship that we idealize it to be."
Learn from The Talos Principle and RuneScape devs at GDC Europe
Croteam's Alen Ladavac and Jagex's RuneScape
VP Phil Mansell join the lineup of speakers exploring the art and business of games at GDC Europe 2015
this August in Cologne.