In this article virtual economist Ramin Shokrizade explains the trend towards smaller online games since 2003, what is causing it and why, and presents some solutions.
The rhythm roguelike Crypt of the NecroDancer developer and IGF 2006 finalist Ryan Clark shares tips on netting big-time indie developers, lessons from shipping 10 games, and more.
Given all of the possible enriching interactive experiences one can imagine though, why have we settled so comfortably on goals as the backbone of player experience?
We made some changes to our front page layout that we hope will help you find the most relevant stories of the day. Editor-in-chief Kris Graft offers a rundown.
When developing games on different platforms (or even a single one), some choose to delay or put off going through the steps to get up and running on your target hardware. This should be one of the first things you do, and here is why.