Gamasutra.com - Expert Blogs http://www.gamasutra.com/blogs/expert/ Gamasutra Blogs Sun, 22 Nov 2009 04:27:27 EST en-us scarless@think-services.com (Simon Carless) Time Fcuk - by Edmund McMillen http://www.gamasutra.com/blogs/EdmundMcMillen/20091122/3620/Time_Fcuk.php Game Design The Following is a Postmortem on the game Time Fcuk. That is all. http://www.gamasutra.com/blogs/EdmundMcMillen/20091122/3620/Time_Fcuk.php Sun, 22 Nov 2009 04:05:00 EST Accepting the Inherent Value of Games - by Taekwan Kim http://www.gamasutra.com/blogs/TaekwanKim/20091121/3616/Accepting_the_Inherent_Value_of_Games.php We need to emerge from the shadow of our unsubstantiated fear that games are “just games”—that they are trivial, meaningless pursuits when there are better things to do with our time. http://www.gamasutra.com/blogs/TaekwanKim/20091121/3616/Accepting_the_Inherent_Value_of_Games.php Sat, 21 Nov 2009 12:54:00 EST Planckogenesis, Part II: Song Structure & Gravy Train - by Matthew Burns http://www.gamasutra.com/blogs/MatthewBurns/20091119/3601/Planckogenesis_Part_II_Song_Structure__Gravy_Train.php Game Design Second in a series about the design and development of Planck v.0, a “musical shooter” recently entered into the 12th Annual Independent Games Festival. http://www.gamasutra.com/blogs/MatthewBurns/20091119/3601/Planckogenesis_Part_II_Song_Structure__Gravy_Train.php Thu, 19 Nov 2009 03:44:00 EST Designing Games Is About Matching Personalities - by Gabriel Lievano http://www.gamasutra.com/blogs/GabrielLievano/20091119/3176/Designing_Games_Is_About_Matching_Personalities.php Game Design Personality can explain why we like or dislike certain type of games. It can also explain why some developers are better at creating an specific type of game. http://www.gamasutra.com/blogs/GabrielLievano/20091119/3176/Designing_Games_Is_About_Matching_Personalities.php Thu, 19 Nov 2009 09:01:00 EST An Indie Developer’s “Biggest Mistake” - by David Wesley http://www.gamasutra.com/blogs/DavidWesley/20091118/3592/An_Indie_Developers_Biggest_Mistake.php Game Design,Production Red Orchestra developer John Gibson points out that the path to indie success is long and hard. However, certain pitfalls can be avoided. http://www.gamasutra.com/blogs/DavidWesley/20091118/3592/An_Indie_Developers_Biggest_Mistake.php Wed, 18 Nov 2009 10:55:00 EST Flash Game: Small Worlds - by Martin Nerurkar http://www.gamasutra.com/blogs/MartinNerurkar/20091118/3589/Flash_Game_Small_Worlds.php Game Design Presenting an intresting little flash game that has a special way to deal with it's game space. http://www.gamasutra.com/blogs/MartinNerurkar/20091118/3589/Flash_Game_Small_Worlds.php Wed, 18 Nov 2009 02:58:00 EST Lead Designers Who Only Say 'No' - by Timothy Ryan http://www.gamasutra.com/blogs/TimothyRyan/20091117/3575/Lead_Designers_Who_Only_Say_No.php Game Design Lead designers are hired to make decisions - YES for what they want and NO for what they don't want. This is my rant on lead designers who only seem to say NO. http://www.gamasutra.com/blogs/TimothyRyan/20091117/3575/Lead_Designers_Who_Only_Say_No.php Tue, 17 Nov 2009 09:53:00 EST Using C# For a Commercial Game - by Alistair Doulin http://www.gamasutra.com/blogs/AlistairDoulin/20091117/3572/Using_C_For_a_Commercial_Game.php Programming Does the title of this article make you cringe? People have mixed feelings when it comes to C# and the .NET framework. This article outlines my reasoning for using C# for a commercial game on PC. http://www.gamasutra.com/blogs/AlistairDoulin/20091117/3572/Using_C_For_a_Commercial_Game.php Tue, 17 Nov 2009 03:38:00 EST The Value of Game Design Docs - by David Rosen http://www.gamasutra.com/blogs/DavidRosen/20091117/3571/The_Value_of_Game_Design_Docs.php Game Design Design documents are essential for large projects but may not be extremely useful for small indie teams. http://www.gamasutra.com/blogs/DavidRosen/20091117/3571/The_Value_of_Game_Design_Docs.php Tue, 17 Nov 2009 02:59:00 EST Montreal International Game Summit (MIGS) - The Pre-Show - by Jim McGinley http://www.gamasutra.com/blogs/JimMcGinley/20091117/2689/Montreal_International_Game_Summit_MIGS__The_PreShow.php Game Design,Production J'ai arrivé early and alone. Have time to reflect on the next 2 days of intense presentations... and my awesome hotel room! It's HUGE! For an extra 10 dollars a day we're living like kings. 2 bathrooms, 2 TVs, a kitchenette and place to entertain. WOW! http://www.gamasutra.com/blogs/JimMcGinley/20091117/2689/Montreal_International_Game_Summit_MIGS__The_PreShow.php Tue, 17 Nov 2009 02:39:00 EST Can Console Games Compete with 'Free'? - by Ted Brown http://www.gamasutra.com/blogs/TedBrown/20091116/3547/Can_Console_Games_Compete_with_Free.php Some people spend five hours a day watching television. They could be playing games, but how can we compete with free entertainment? http://www.gamasutra.com/blogs/TedBrown/20091116/3547/Can_Console_Games_Compete_with_Free.php Mon, 16 Nov 2009 04:00:00 EST Dragon Age: Gazing into the Abyss - by Taekwan Kim http://www.gamasutra.com/blogs/TaekwanKim/20091116/3568/Dragon_Age_Gazing_into_the_Abyss.php Game Design A study of the engagement with the shadow and the dialectic between game and play in Dragon Age: Origins http://www.gamasutra.com/blogs/TaekwanKim/20091116/3568/Dragon_Age_Gazing_into_the_Abyss.php Mon, 16 Nov 2009 08:23:00 EST Feeling Of Thistle - by Edmund McMillen http://www.gamasutra.com/blogs/EdmundMcMillen/20091116/3584/Feeling_Of_Thistle.php These aren't the times of the present because those times have passed since ive started typing this. No, these are times of the past. The ageless dead past where dinosaurs roam, and foam at the mouth for their fallen brothers. http://www.gamasutra.com/blogs/EdmundMcMillen/20091116/3584/Feeling_Of_Thistle.php Mon, 16 Nov 2009 12:24:00 EST Playdom Raises $43M, And Lessons for New Entrants - by Greg Costikyan http://www.gamasutra.com/blogs/GregCostikyan/20091114/3560/Playdom_Raises_43M_And_Lessons_for_New_Entrants.php Now that the big three social network game companies all have deep pockets, are there still opportunities for new game providers? http://www.gamasutra.com/blogs/GregCostikyan/20091114/3560/Playdom_Raises_43M_And_Lessons_for_New_Entrants.php Sat, 14 Nov 2009 12:29:00 EST Multiplayer Map Game Design Guidelines - by Timothy Ryan http://www.gamasutra.com/blogs/TimothyRyan/20091114/3341/Multiplayer_Map_Game_Design_Guidelines.php Game Design Multiplayer map design guidelines: please read, debate, append ... http://www.gamasutra.com/blogs/TimothyRyan/20091114/3341/Multiplayer_Map_Game_Design_Guidelines.php Sat, 14 Nov 2009 11:27:00 EST The Nintendo Wii is Back on Top, But for How Long? - by David Wesley http://www.gamasutra.com/blogs/DavidWesley/20091113/3555/The_Nintendo_Wii_is_Back_on_Top_But_for_How_Long.php The Wii is back on top in October Monthly sales, according to NPD. But for how long? http://www.gamasutra.com/blogs/DavidWesley/20091113/3555/The_Nintendo_Wii_is_Back_on_Top_But_for_How_Long.php Fri, 13 Nov 2009 04:57:00 EST Randomness: Blight or Bane? - by Greg Costikyan http://www.gamasutra.com/blogs/GregCostikyan/20091113/3552/Randomness_Blight_or_Bane.php Game Design The virtues and dangers of randomness in game design; a presentation I gave at GDC Austin. http://www.gamasutra.com/blogs/GregCostikyan/20091113/3552/Randomness_Blight_or_Bane.php Fri, 13 Nov 2009 01:44:00 EST What Are The Game Industry's Work Habits? - by Alexander Brandon http://www.gamasutra.com/blogs/AlexanderBrandon/20091113/3538/What_Are_The_Game_Industrys_Work_Habits.php Production Work habits are fascinating and not that often examined. It is much easier to make effective use of your time if you know, truly, how it is being spent, from the top down. http://www.gamasutra.com/blogs/AlexanderBrandon/20091113/3538/What_Are_The_Game_Industrys_Work_Habits.php Fri, 13 Nov 2009 05:39:00 EST Developers are Cheap! - by Benjamin Quintero http://www.gamasutra.com/blogs/BenjaminQuintero/20091113/3549/Developers_are_Cheap.php Programming,Production,Visual Art Working harder, not smarter is a hard trend to break. http://www.gamasutra.com/blogs/BenjaminQuintero/20091113/3549/Developers_are_Cheap.php Fri, 13 Nov 2009 05:28:00 EST Horizontal Fractal Displacement - by Brano Kemen http://www.gamasutra.com/blogs/BranoKemen/20091112/3541/Horizontal_Fractal_Displacement.php Programming Another take on the horizontal fractal displacement for fractal-refined terrain rendering. http://www.gamasutra.com/blogs/BranoKemen/20091112/3541/Horizontal_Fractal_Displacement.php Thu, 12 Nov 2009 03:46:00 EST Would Steam Points Work? - by Alistair Doulin http://www.gamasutra.com/blogs/AlistairDoulin/20091110/3528/Would_Steam_Points_Work.php Steam points could be used to buy games, downloadable content and in-game assets. Steam Points would be to Steam as Microsoft Points are to Xbox. I discuss why Steam Points would be a valuable addition for Valve, developers, gamers and even retailers. http://www.gamasutra.com/blogs/AlistairDoulin/20091110/3528/Would_Steam_Points_Work.php Tue, 10 Nov 2009 10:22:00 EST Planckogenesis, Part I: Quantizing Events - by Matthew Burns http://www.gamasutra.com/blogs/MatthewBurns/20091110/3007/Planckogenesis_Part_I_Quantizing_Events.php Game Design First in a series about the design and development of Planck v.0, a "musical shooter" recently entered into the 12th Annual Independent Games Festival. http://www.gamasutra.com/blogs/MatthewBurns/20091110/3007/Planckogenesis_Part_I_Quantizing_Events.php Tue, 10 Nov 2009 05:58:00 EST Roleplaying Among Mechanical Constructs - by Victor Gont http://www.gamasutra.com/blogs/VictorGont/20091110/3521/Roleplaying_Among_Mechanical_Constructs.php Game Design An innocent opinion on the way modern RPGs deal with the interactions between player and non-playable characters. What helps and (especially) hinders the immersion we need in single player games. http://www.gamasutra.com/blogs/VictorGont/20091110/3521/Roleplaying_Among_Mechanical_Constructs.php Tue, 10 Nov 2009 11:28:00 EST A Tribute to Alexey Pajitnov, On The 20th Anniversary Of The Berlin Wall's Fall - by David Wesley http://www.gamasutra.com/blogs/DavidWesley/20091109/3515/A_Tribute_to_Alexey_Pajitnov_On_The_20th_Anniversary_Of_The_Berlin_Walls_Fall.php Game Design On the anniversary of the fall of the Berlin Wall, let's not forget the important contribution of Soviet era game developer Alexey Pajitnov http://www.gamasutra.com/blogs/DavidWesley/20091109/3515/A_Tribute_to_Alexey_Pajitnov_On_The_20th_Anniversary_Of_The_Berlin_Walls_Fall.php Mon, 09 Nov 2009 10:52:00 EST How To Project Decals - by David Rosen http://www.gamasutra.com/blogs/DavidRosen/20091109/3518/How_To_Project_Decals.php Programming An explanation of 3D decal projection. http://www.gamasutra.com/blogs/DavidRosen/20091109/3518/How_To_Project_Decals.php Mon, 09 Nov 2009 08:17:00 EST ESD Publishers Boycott Valve’s Steam Service. Seriously? - by Derek Smart http://www.gamasutra.com/blogs/DerekSmart/20091108/3503/ESD_Publishers_Boycott_Valves_Steam_Service_Seriously.php Modern Warfare 2 Shunned By Several Digital Distributors Due To Steam. http://www.gamasutra.com/blogs/DerekSmart/20091108/3503/ESD_Publishers_Boycott_Valves_Steam_Service_Seriously.php Sun, 08 Nov 2009 11:38:00 EST G-Star 2009 Preview - by Simon Lim http://www.gamasutra.com/blogs/SimonLim/20091108/3517/GStar_2009_Preview.php The largest Korean online gaming convention, G-Star is only a few weeks away. Major game publishers confirmed their participation and everything is right on track. http://www.gamasutra.com/blogs/SimonLim/20091108/3517/GStar_2009_Preview.php Sun, 08 Nov 2009 10:03:00 EST Interaction in Games - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20091108/3505/Interaction_in_Games.php Game Design Initial attempt to categorize types of interaction in games. Once again, derived originally from class discussion. As with all such lists, there is no single or "right" way to categorize something this complex. http://www.gamasutra.com/blogs/LewisPulsipher/20091108/3505/Interaction_in_Games.php Sun, 08 Nov 2009 09:38:00 EST Guide To Becoming An Independent Game Developer - by Alistair Doulin http://www.gamasutra.com/blogs/AlistairDoulin/20091108/3502/Guide_To_Becoming_An_Independent_Game_Developer.php Programming Have you ever thought about becoming an indie game developer? Has your game company just gone under, sick of working for publishers or do you just want to break into the games industry? If so, indie game development might be for you. http://www.gamasutra.com/blogs/AlistairDoulin/20091108/3502/Guide_To_Becoming_An_Independent_Game_Developer.php Sun, 08 Nov 2009 02:08:00 EST Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study - by Mark Venturelli http://www.gamasutra.com/blogs/MarkVenturelli/20091107/3497/Space_of_Possibility_and_Pacing_in_Casual_Game_Design__A_PopCap_Case_Study.php Game Design A look at design principles related to space of possibility and how to pace your casual game designs http://www.gamasutra.com/blogs/MarkVenturelli/20091107/3497/Space_of_Possibility_and_Pacing_in_Casual_Game_Design__A_PopCap_Case_Study.php Sat, 07 Nov 2009 10:57:00 EST Defining "Hard Core" and "Casual"? - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20091106/3493/Defining_quotHard_Corequot_and_quotCasualquot.php Game Design In class we spent some time trying to differentiate between “Hard Core” and “Casual” video game players. This usually results in a fairly good list, but it’s likely more can be added to it. I’ve decided to post it to see what experienced people think. http://www.gamasutra.com/blogs/LewisPulsipher/20091106/3493/Defining_quotHard_Corequot_and_quotCasualquot.php Fri, 06 Nov 2009 11:39:00 EST Comparative Ludology: A Case Study Using The Sims and Total War - by Taekwan Kim http://www.gamasutra.com/blogs/TaekwanKim/20091105/3480/Comparative_Ludology_A_Case_Study_Using_The_Sims_and_Total_War.php Game Design A look at the shared game mechanics between The Sims and the Total War series of games http://www.gamasutra.com/blogs/TaekwanKim/20091105/3480/Comparative_Ludology_A_Case_Study_Using_The_Sims_and_Total_War.php Thu, 05 Nov 2009 11:01:00 EST Opinion: Create a Real PSA Against Online Hate Speech - by Reid Kimball http://www.gamasutra.com/blogs/ReidKimball/20091104/3478/Opinion_Create_a_Real_PSA_Against_Online_Hate_Speech.php Game Design Reid Bryant Kimball urges developers to create real, sincere and genuine PSA's reminding people that hate speech is not cool and is not tolerated in online gaming experiences. http://www.gamasutra.com/blogs/ReidKimball/20091104/3478/Opinion_Create_a_Real_PSA_Against_Online_Hate_Speech.php Wed, 04 Nov 2009 04:00:00 EST The Conundrum of the Multiplayer Mindshare - by Nick Halme http://www.gamasutra.com/blogs/NickHalme/20091104/3477/The_Conundrum_of_the_Multiplayer_Mindshare.php Game Design The pulsing, constantly dividing organism that is the multiplayer gaming community can only split its attention so much. Why do multiplayer games get made when they will predictably fail to grab part of that organism? http://www.gamasutra.com/blogs/NickHalme/20091104/3477/The_Conundrum_of_the_Multiplayer_Mindshare.php Wed, 04 Nov 2009 03:33:00 EST An Interview With PixelJunk's Dylan Cuthbert - by Chris Bateman http://www.gamasutra.com/blogs/ChrisBateman/20091103/3468/An_Interview_With_PixelJunks_Dylan_Cuthbert.php Game Design Game designer Chris Bateman interviews Dylan Cuthbert of Q-Games, the company behind the PixelJunk games. http://www.gamasutra.com/blogs/ChrisBateman/20091103/3468/An_Interview_With_PixelJunks_Dylan_Cuthbert.php Tue, 03 Nov 2009 02:05:00 EST "Enough Already!" - The Paradox of Choice - by David Wesley http://www.gamasutra.com/blogs/DavidWesley/20091103/3470/quotEnough_Alreadyquot__The_Paradox_of_Choice.php Game Design A paradox of choice happens when customers become overwhelmed by options and then decide to avoid the entire product category. http://www.gamasutra.com/blogs/DavidWesley/20091103/3470/quotEnough_Alreadyquot__The_Paradox_of_Choice.php Tue, 03 Nov 2009 12:58:00 EST Character Rim Lighting - by David Rosen http://www.gamasutra.com/blogs/DavidRosen/20091103/3465/Character_Rim_Lighting.php Programming Rim lighting is a good technique for combating the "plaster effect" and allowing soft materials to look soft. http://www.gamasutra.com/blogs/DavidRosen/20091103/3465/Character_Rim_Lighting.php Tue, 03 Nov 2009 05:09:00 EST Narrative Design And The Impending Tragedy Of Getting What You Ask For - by Anthony Hart-Jones http://www.gamasutra.com/blogs/AnthonyHartJones/20091102/3461/Narrative_Design_And_The_Impending_Tragedy_Of_Getting_What_You_Ask_For.php Game Design Last week, my manager approached the design team about a game on a very short time-scale. I said that we needed a narrative designer and then I put myself forward for it. I didn't expect to be given the job... http://www.gamasutra.com/blogs/AnthonyHartJones/20091102/3461/Narrative_Design_And_The_Impending_Tragedy_Of_Getting_What_You_Ask_For.php Mon, 02 Nov 2009 06:14:00 EST Player Types: Casual and Hardcore - by Dan Bress http://www.gamasutra.com/blogs/DanBress/20091102/3411/Player_Types_Casual_and_Hardcore.php Game Design Casual vs. Hardcore Players may be more properly categorized as Entertainment-seeking vs. Challenge-seeking Players. http://www.gamasutra.com/blogs/DanBress/20091102/3411/Player_Types_Casual_and_Hardcore.php Mon, 02 Nov 2009 12:15:00 EST Time, Perspective, Value, Creativity. - by James Hofmann http://www.gamasutra.com/blogs/JamesHofmann/20091101/3451/Time_Perspective_Value_Creativity.php Production Some thoughts on game production processes when working solo. http://www.gamasutra.com/blogs/JamesHofmann/20091101/3451/Time_Perspective_Value_Creativity.php Sun, 01 Nov 2009 05:48:00 EST Team Fortress 2 and Source - by Benjamin Quintero http://www.gamasutra.com/blogs/BenjaminQuintero/20091101/3450/Team_Fortress_2_and_Source.php Game Design,Programming How long can the Source engine hold out?! http://www.gamasutra.com/blogs/BenjaminQuintero/20091101/3450/Team_Fortress_2_and_Source.php Sun, 01 Nov 2009 02:40:00 EST EA: Too Big to Succeed - by David Wesley http://www.gamasutra.com/blogs/DavidWesley/20091031/3448/EA_Too_Big_to_Succeed.php Game Design The video game industry's high variable cost makes economies of scale difficult to realize. http://www.gamasutra.com/blogs/DavidWesley/20091031/3448/EA_Too_Big_to_Succeed.php Sat, 31 Oct 2009 10:33:00 EDT Surprise: Movies Based On Games Aren't Likely To Be Good - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20091030/3443/Surprise_Movies_Based_On_Games_Arent_Likely_To_Be_Good.php Visual Art Reading an article in the latest Game Informer magazine about the poor record of movies derived from games, my reaction was "that's not surprising." Games aren't a good storytelling medium, which makes a successful movie less likely to derive from a game. http://www.gamasutra.com/blogs/LewisPulsipher/20091030/3443/Surprise_Movies_Based_On_Games_Arent_Likely_To_Be_Good.php Fri, 30 Oct 2009 02:21:00 EDT Leaked Videos and a Cry for Help - by Benjamin Quintero http://www.gamasutra.com/blogs/BenjaminQuintero/20091030/3425/Leaked_Videos_and_a_Cry_for_Help.php Are you tired of that guy standing in line for the same movie and talking to someone on his phone, "yeah i saw it earlier today too, everybody dies at the end!" Yeah... me too. http://www.gamasutra.com/blogs/BenjaminQuintero/20091030/3425/Leaked_Videos_and_a_Cry_for_Help.php Fri, 30 Oct 2009 12:16:00 EDT Please Pass The Humble Pie... - by Thomas Buscaglia http://www.gamasutra.com/blogs/ThomasBuscaglia/20091029/3423/Please_Pass_The_Humble_Pie.php Tom does some self flagellation on his action surrounding the Tim Langdell issue and the injury it may have done to his reputation among independent developers. http://www.gamasutra.com/blogs/ThomasBuscaglia/20091029/3423/Please_Pass_The_Humble_Pie.php Thu, 29 Oct 2009 03:53:00 EDT Big Fish - Little Pond - by Russell Carroll http://www.gamasutra.com/blogs/RussellCarroll/20091029/3418/Big_Fish__Little_Pond.php Game Design Older people don't play games. Why not? What needs to change so that they do (we'll assume it's not the people who need to change). http://www.gamasutra.com/blogs/RussellCarroll/20091029/3418/Big_Fish__Little_Pond.php Thu, 29 Oct 2009 01:13:00 EDT Ideas I Did Not Own - by Ted Brown http://www.gamasutra.com/blogs/TedBrown/20091028/3408/Ideas_I_Did_Not_Own.php Game Design A story about letting go of a game concept I believed was unique and original, and the happy results. This one is from way back in the memory vault, folks... 8-bit and CGA! http://www.gamasutra.com/blogs/TedBrown/20091028/3408/Ideas_I_Did_Not_Own.php Wed, 28 Oct 2009 04:53:00 EDT Jake Song And The Evolving World of MMORPGs - by Simon Lim http://www.gamasutra.com/blogs/SimonLim/20091028/3302/Jake_Song_And_The_Evolving_World_of_MMORPGs.php Game Design Lots of you already know Jake Song, who often being introduced as 'Godfather of the Lineage'. He was invited as a keynoter to KGC2009, which held in Seoul from October 7th to 9th.Let's take a look at his keynote 'MMORPG, evolving world'. http://www.gamasutra.com/blogs/SimonLim/20091028/3302/Jake_Song_And_The_Evolving_World_of_MMORPGs.php Wed, 28 Oct 2009 03:35:00 EDT Tom Does His First IGDA Members Only Webinar! - by Thomas Buscaglia http://www.gamasutra.com/blogs/ThomasBuscaglia/20091028/3414/Tom_Does_His_First_IGDA_Members_Only_Webinar.php Highlights of Tom Buscaglia's IGDA Members Only Webinar "Indie Gold: Downloadable Content Models for Core Casual Games." http://www.gamasutra.com/blogs/ThomasBuscaglia/20091028/3414/Tom_Does_His_First_IGDA_Members_Only_Webinar.php Wed, 28 Oct 2009 02:54:00 EDT Explaining the Decline of Guitar Hero and Rock Band - by David Wesley http://www.gamasutra.com/blogs/DavidWesley/20091028/3412/Explaining_the_Decline_of_Guitar_Hero_and_Rock_Band.php Game Design In the years since the launch of the first Guitar Hero, the number of instrument simulation games has increased each year to unsupportable levels. http://www.gamasutra.com/blogs/DavidWesley/20091028/3412/Explaining_the_Decline_of_Guitar_Hero_and_Rock_Band.php Wed, 28 Oct 2009 11:46:00 EDT Reinventing Fantasy - by Alexander Brandon http://www.gamasutra.com/blogs/AlexanderBrandon/20091027/3406/Reinventing_Fantasy.php Visual Art Fantasy in the traditional sense has a very focused canon, which many publishers and developers are reinventing, or at least trying to. Just how well are they pulling it off? http://www.gamasutra.com/blogs/AlexanderBrandon/20091027/3406/Reinventing_Fantasy.php Tue, 27 Oct 2009 02:32:00 EDT Further Notes On Marketing For Indie Games - by Paul Taylor http://www.gamasutra.com/blogs/PaulTaylor/20091027/3391/Further_Notes_On_Marketing_For_Indie_Games.php Some notes on being open, a micropostmortem of our debut title Determinance from a marketing perspective, and a run-down of what you can expect from this blog in the future... http://www.gamasutra.com/blogs/PaulTaylor/20091027/3391/Further_Notes_On_Marketing_For_Indie_Games.php Tue, 27 Oct 2009 09:33:00 EDT Rise, Crossover - by Ian Bogost http://www.gamasutra.com/blogs/IanBogost/20091027/2719/Rise_Crossover.php Game Design,Production Learning from the jazz pop instrumental http://www.gamasutra.com/blogs/IanBogost/20091027/2719/Rise_Crossover.php Tue, 27 Oct 2009 09:22:00 EDT The Value of Game Ideas - by David Rosen http://www.gamasutra.com/blogs/DavidRosen/20091027/3399/The_Value_of_Game_Ideas.php Game Design Game ideas are important, but the execution of those ideas is much more important for creating a fun game. http://www.gamasutra.com/blogs/DavidRosen/20091027/3399/The_Value_of_Game_Ideas.php Tue, 27 Oct 2009 03:21:00 EDT Casual or Hardcore? Design for Both - by Mark Acero http://www.gamasutra.com/blogs/MarkAcero/20091027/3401/Casual_or_Hardcore_Design_for_Both.php A quick look at Gears of War 2 and Bayonetta which developed game play mechanics for both the Casual and Hardcore audiences. http://www.gamasutra.com/blogs/MarkAcero/20091027/3401/Casual_or_Hardcore_Design_for_Both.php Tue, 27 Oct 2009 02:24:00 EDT Why Gamers Must Resist Growing Up - by Scott Pelland http://www.gamasutra.com/blogs/ScottPelland/20091026/3398/Why_Gamers_Must_Resist_Growing_Up.php Some thoughts on the value of gaming in today's rapidly evolving commercial world and as an important competitive tool for gamers. http://www.gamasutra.com/blogs/ScottPelland/20091026/3398/Why_Gamers_Must_Resist_Growing_Up.php Mon, 26 Oct 2009 08:18:00 EDT Note: Indie Game Trends/Sales - Autumn 2009 Update - by Simon Carless http://www.gamasutra.com/blogs/SimonCarless/20091025/3389/Note_Indie_Game_TrendsSales__Autumn_2009_Update.php Game Design Links to some slides (and a taped lecture) about independent game trends and stats that I presented in recent weeks in Asia and Australia. http://www.gamasutra.com/blogs/SimonCarless/20091025/3389/Note_Indie_Game_TrendsSales__Autumn_2009_Update.php Sun, 25 Oct 2009 08:33:00 EDT Quick Post: User-Generated Content And Game Developers - by Erin Hoffman http://www.gamasutra.com/blogs/ErinHoffman/20091023/3382/Quick_Post_UserGenerated_Content_And_Game_Developers.php Game Design But no one's managed to create a truly workable, accessible UCG-friendly area yet. Second Life isn't it. Metaplace isn't it (sorry Raph). Thus far, properties that have made UGC their core mission have not been successful. http://www.gamasutra.com/blogs/ErinHoffman/20091023/3382/Quick_Post_UserGenerated_Content_And_Game_Developers.php Fri, 23 Oct 2009 10:30:00 EDT Choosing Wordpress over Blogger - by David Wesley http://www.gamasutra.com/blogs/DavidWesley/20091023/3350/Choosing_Wordpress_over_Blogger.php I am in the process of migrating my blog posts to a new site with its own domain name. http://www.gamasutra.com/blogs/DavidWesley/20091023/3350/Choosing_Wordpress_over_Blogger.php Fri, 23 Oct 2009 04:48:00 EDT On The Economics Of Content Updates, DLC And In-Game Advertising - by Alan Wilson http://www.gamasutra.com/blogs/AlanWilson/20091023/3378/On_The_Economics_Of_Content_Updates_DLC_And_InGame_Advertising.php A view from an indie developer on some of the issues raised around price of games, DLC and finding "other ways" to dig cash out of games. http://www.gamasutra.com/blogs/AlanWilson/20091023/3378/On_The_Economics_Of_Content_Updates_DLC_And_InGame_Advertising.php Fri, 23 Oct 2009 10:49:00 EDT