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Tim Tavernier's Blog


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Posted by Tim Tavernier on Mon, 03 Jan 2011 05:52:00 EST in Business/Marketing
The PewResearchCenter has released it's yearly survey data of what internet users actually buy online. Let's have a look!

Posted by Tim Tavernier on Thu, 16 Dec 2010 12:35:00 EST in Business/Marketing
Videogame Business the last 5-10 years has been defined by one huge process: Disruption. And it will only get worse, so learn what it does now or be caught later with your pants down.

Posted by Tim Tavernier on Fri, 27 Aug 2010 07:10:00 EDT in Design
What can we learn from the most successful and influential game-company in the world? A mentality change for one. Here are some pointers.

Posted by Tim Tavernier on Thu, 22 Jul 2010 12:52:00 EDT in
Looking at the past, in many ways, a dreadfull potential future has come up: Successors for the Playstation and the Xbox could very well not happen. I will examine in multiple posts the how's and why's.

Posted by Tim Tavernier on Wed, 16 Jun 2010 01:52:00 EDT in Business/Marketing
I often use a complete arbitrary border of 10 million copies sold to show if a game (or game aspect) is moving gaming forward or not. While it is arbitrary, it also has meaning.

Posted by Tim Tavernier on Thu, 10 Jun 2010 03:02:00 EDT in Design
Using bottom-up analysis techniques, I analyze Gian Mancuso's reasoning in a attempt to justify his personal preference of absolute authorial control in the story-telling aspect of Videogames by Game-designers.

Tim Tavernier's Comments

Comment In: [Blog - 04/12/2011 - 11:31]

And you would be right ...

And you would be right if WoW was multiplayer only all the time. A lot of WoW-players do a lot of Single Player-ing. So the same dynamic still applies. And a lot of the first RPG's for computers and consoles had hardly anything going on plot or narrative-wise.

Comment In: [News - 04/12/2011 - 11:22]

Face it, the high times ...

Face it, the high times of core gamers are over, their number is shrinking every year. The peak for an industry that concentrates on the needs and tastes of people who are 14-24 years old and play 8 hours a day was during the PS2 area. This time over now ...

Comment In: [Blog - 04/13/2011 - 08:21]

That's a good starting initiative ...

That's a good starting initiative to do..just ask the damn pirates what they do...who would have thaught But I wouldn't put that much weight on one such poll. When multiple ones are showing the same trend, then we can really shove it up the DRM-using publishers behinds.

Comment In: [Blog - 04/06/2011 - 11:56]

I can greatly understand the ...

I can greatly understand the feeling of added visual value. But also, we're a minority and that's the market-based argument: the mass market won't really heat up to it...unless, like HD these days, the added cost and effort is close to zero. Movies and videogames are content products, visuals take ...

Comment In: [Blog - 04/09/2011 - 03:50]

I talked about games and ...

I talked about games and game-behavior in general, not toy-like elements that said, I do know of the research that pointed out that male babies tend to focus on objects while female babies tend to focus on faces, so you're right about that . Games are used by animals and ...

Comment In: [Blog - 04/04/2011 - 10:24]

I'm of the doctrine that ...

I'm of the doctrine that any effort to use narrative analysis on videogames is a wastefull effort. Mostly because the people doing it don't really seem to know what videogames mean in a narrative way. Take this quote for example. Videogames represent a form of storytelling wherein the player is ...