A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time.
As per the tradition, this is the media coverage analysis of the 2017 E3 that took place last week.
This article goes over why it is so important for choices to matter in a game and how it all has to do with planning. If a user perceives that their actions have no consequences, you remove a core component of engagement - the ability to plan.
This week's longform article highlights include behind-the-scenes on Hidden Folks, an interview about the Coin-Operated Americans book, interviews from E3, and much more.
The myth of player agency is actively detrimental to game design.
A step-by-step design analysis of the very long, long introduction to a recent popular game. The goal: To show how it could be shortened to make a more effective game and a less grueling experience for the player.
To make The Mixture you need to know what effects will it have - same with the game. Define what it will be about, from the basics, keep it simple. To create a game you need to have The Recipe - a Game Design Document.
Thimbleweed Park: The Town. A look at a novel approach in open-world city design (and planning) for 2D adventure games.
Sharing our experiences as an early stage VR developer that was lucky enough to have our first VR game featured as a HTC Vive release title, and the challenges and controversy we faced along the way.
DO YOU TAKE CRITICISM WELL, OR ARE YOU DESTINED TO BE THE NEXT INTERNET MEME? HERE'S WHAT TO DO, AND WHAT TO AVOID, WHEN DEALING WITH DEVELOPMENT PROBLEMS AND UNRULY PLAYERS.
I talk to a ton of people who are planning to launch game projects on Kickstarter. Here's what I tell them.
PLAYERUNKNOWN'S BATTLEGROUNDS HAS RECEIVED WIDESPREAD SUCCESS, IN PART DUE TO ITS STELLAR MARKETING CAMPAIGN, WHICH WE WILL ANALYZE IN THIS ARTICLE.