Gamasutra.com - Expert Blogs http://www.gamasutra.com/blogs/expert/ Gamasutra Blogs Sun, 29 Mar 2015 04:47:49 EDT en-us scarless@think-services.com (Simon Carless) The curious alternative distribution of Samorost 2: Newspaper stands. - by Brandon Sheffield http://www.gamasutra.com/blogs/BrandonSheffield/20150329/239940/The_curious_alternative_distribution_of_Samorost_2_Newspaper_stands.php Amanita Design, makers of Samorost, Machinarium, Botanicula and others, took to a curious method to sell games in the Czech Republic: Newspaper stands. http://www.gamasutra.com/blogs/BrandonSheffield/20150329/239940/The_curious_alternative_distribution_of_Samorost_2_Newspaper_stands.php Sun, 29 Mar 2015 04:47:00 EDT How to Create a Mobile Game Company - by Jovan Johnson http://www.gamasutra.com/blogs/JovanJohnson/20150327/239909/How_to_Create_a_Mobile_Game_Company.php Create your game company with confidence. Mobile gaming may become the most profitable sector of the gaming industry within the next year. Are you ready? http://www.gamasutra.com/blogs/JovanJohnson/20150327/239909/How_to_Create_a_Mobile_Game_Company.php Fri, 27 Mar 2015 05:12:00 EDT Games, Stories and Words - by Keith Burgun http://www.gamasutra.com/blogs/KeithBurgun/20150327/239867/Games_Stories_and_Words.php “Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general. http://www.gamasutra.com/blogs/KeithBurgun/20150327/239867/Games_Stories_and_Words.php Fri, 27 Mar 2015 03:39:00 EDT Free to Play: What about Player Skill? - by Adam Telfer http://www.gamasutra.com/blogs/AdamTelfer/20150326/239548/Free_to_Play_What_about_Player_Skill.php Why do the Top Grossing games on mobile shy away from gameplay that rewards player skill? A discussion about the use of skill in free-to-play mobile games, and how games like Candy Crush Saga control skill for the benefit of long-term retention. http://www.gamasutra.com/blogs/AdamTelfer/20150326/239548/Free_to_Play_What_about_Player_Skill.php Thu, 26 Mar 2015 02:03:00 EDT PR for F2P Games – presentation from GDC15 - by Thomas Bidaux http://www.gamasutra.com/blogs/ThomasBidaux/20150326/239771/PR_for_F2P_Games__presentation_from_GDC15.php I wanted to share the presentation I gave this year at GDC during the Free-to-Play Summit. The lectured was framed as PR for F2P games in Europe, but at the end, it was more a “PR for F2P games” in general, with a side of European specific comments in it. http://www.gamasutra.com/blogs/ThomasBidaux/20150326/239771/PR_for_F2P_Games__presentation_from_GDC15.php Thu, 26 Mar 2015 02:03:00 EDT Why Your Game Company Needs a Marketing Plan - by Jovan Johnson http://www.gamasutra.com/blogs/JovanJohnson/20150326/239776/Why_Your_Game_Company_Needs_a_Marketing_Plan.php The basic reason your game company needs a marketing plan? Without a marketing plan, your game(s) will only reach a fraction of your target audience. Learn more. http://www.gamasutra.com/blogs/JovanJohnson/20150326/239776/Why_Your_Game_Company_Needs_a_Marketing_Plan.php Thu, 26 Mar 2015 02:03:00 EDT User Attribution and Acquisition: The New Age of Acquisition and Marketing (Part Two of Three) - by Dmitri Williams http://www.gamasutra.com/blogs/DmitriWilliams/20150325/239615/User_Attribution_and_Acquisition_The_New_Age_of_Acquisition_and_Marketing_Part_Two_of_Three.php This article is the second in a three-part series on user acquisition. http://www.gamasutra.com/blogs/DmitriWilliams/20150325/239615/User_Attribution_and_Acquisition_The_New_Age_of_Acquisition_and_Marketing_Part_Two_of_Three.php Wed, 25 Mar 2015 01:12:00 EDT Thinking About People: Designing Games for Social Simulation - by Mitu Khandaker-Kokoris http://www.gamasutra.com/blogs/MituKhandakerKokoris/20150325/239662/Thinking_About_People_Designing_Games_for_Social_Simulation.php A write-up of the notes from my GDC design talk, in which I call for more games with social simulation. By looking at existing games, I ask: rather than aspiring towards fully-formed 'believable' characters, what else can games say about people, and how? http://www.gamasutra.com/blogs/MituKhandakerKokoris/20150325/239662/Thinking_About_People_Designing_Games_for_Social_Simulation.php Wed, 25 Mar 2015 01:12:00 EDT The Crunch Question - by Timothy Ryan http://www.gamasutra.com/blogs/TimothyRyan/20150323/239449/The_Crunch_Question.php A long time ago in an apparently failed interview for a Halo 2 producer spot I was asked by the leads "What would you do to reduce crunch?" then by the studio management "What would you do to make the team work harder?" I think I have a better answer now. http://www.gamasutra.com/blogs/TimothyRyan/20150323/239449/The_Crunch_Question.php Mon, 23 Mar 2015 12:53:00 EDT Gaming the System: How Pixelles Make (More and More) Games - by Tanya X Short http://www.gamasutra.com/blogs/TanyaXShort/20150320/238808/Gaming_the_System_How_Pixelles_Make_More_and_More_Games.php A women-in-games program runner shares tips and their systems engineering philosophy towards culture at large. http://www.gamasutra.com/blogs/TanyaXShort/20150320/238808/Gaming_the_System_How_Pixelles_Make_More_and_More_Games.php Fri, 20 Mar 2015 02:12:00 EDT The IGS Soapbox: Bekah's 5 Minutes - by Rebekah Saltsman http://www.gamasutra.com/blogs/RebekahSaltsman/20150320/239296/The_IGS_Soapbox_Bekahs_5_Minutes.php This is Rebekah Saltsman's 5 minute talk on Indie Momhood at the 2015 Soapbox at the IGS at the Game Developers Conference in San Francisco. The following posting is the transcript of that talk along with slides. Live version available soon on The Vault. http://www.gamasutra.com/blogs/RebekahSaltsman/20150320/239296/The_IGS_Soapbox_Bekahs_5_Minutes.php Fri, 20 Mar 2015 01:54:00 EDT Age Rating Showdown: Console vs Mobile - by Matt Small http://www.gamasutra.com/blogs/MattSmall/20150320/239297/Age_Rating_Showdown_Console_vs_Mobile.php Google's recent support for age ratings certificates on Google Play highlights just how painful getting those same ratings for indie developers on console can be. Here's a primer on how to navigate getting your game rated for mobile and for console. http://www.gamasutra.com/blogs/MattSmall/20150320/239297/Age_Rating_Showdown_Console_vs_Mobile.php Fri, 20 Mar 2015 01:54:00 EDT 5 monetization optimizations for Vainglory - by Ethan Levy http://www.gamasutra.com/blogs/EthanLevy/20150320/239336/5_monetization_optimizations_for_Vainglory.php This post analyzes the much hyped, self characterized "anti-monetizer" of a game, Vainglory and identifies 5 ways it could optimize its game monetization without sacrificing respect for their community. http://www.gamasutra.com/blogs/EthanLevy/20150320/239336/5_monetization_optimizations_for_Vainglory.php Fri, 20 Mar 2015 01:54:00 EDT Testing in a Scrum Team - by Johan Hoberg http://www.gamasutra.com/blogs/JohanHoberg/20150320/239366/Testing_in_a_Scrum_Team.php In this article I will discuss what types of testing I think should be done by a Scrum Team, and what types could be done by someone outside of the team. http://www.gamasutra.com/blogs/JohanHoberg/20150320/239366/Testing_in_a_Scrum_Team.php Fri, 20 Mar 2015 01:54:00 EDT Multiplayer Growing Pains in Subterfuge - by ron carmel http://www.gamasutra.com/blogs/RonCarmel/20150319/239185/Multiplayer_Growing_Pains_in_Subterfuge.php In multiplayer-only games, growing your player base too quickly can have serious negative repercussions. This came as a surprise to us, and we thought we'd share our experience and thinking around this. http://www.gamasutra.com/blogs/RonCarmel/20150319/239185/Multiplayer_Growing_Pains_in_Subterfuge.php Thu, 19 Mar 2015 01:47:00 EDT MAGFest 2015: A Retrospective - by ALEXANDER BRANDON http://www.gamasutra.com/blogs/ALEXANDERBRANDON/20150318/238884/MAGFest_2015_A_Retrospective.php Fans of game music aren't a niche. They're as mainstream as it gets. And MAGFest is their mecca. Read on to hear a smidgen of what it's all about. http://www.gamasutra.com/blogs/ALEXANDERBRANDON/20150318/238884/MAGFest_2015_A_Retrospective.php Wed, 18 Mar 2015 01:54:00 EDT Does Nintendo’s U-turn mean the bubble is primed to pop? - by Nicholas Lovell http://www.gamasutra.com/blogs/NicholasLovell/20150318/239151/Does_Nintendos_Uturn_mean_the_bubble_is_primed_to_pop.php Nintendo was the last holdout against the rise of mobile and tablet gaming. Now it has capitulated. Does that signal the imminent bursting of a smart device gaming bubble? http://www.gamasutra.com/blogs/NicholasLovell/20150318/239151/Does_Nintendos_Uturn_mean_the_bubble_is_primed_to_pop.php Wed, 18 Mar 2015 01:54:00 EDT Why Nintendo-DeNA changes everything/nothing, and three pitfalls they’ll need to avoid - by Nicholas Lovell http://www.gamasutra.com/blogs/NicholasLovell/20150317/238988/Why_NintendoDeNA_changes_everythingnothing_and_three_pitfalls_theyll_need_to_avoid.php Nintendo's latest strategic announcement means it is choosing to compete in the bloody red ocean of smart device gaming, rather than creating a new market for itself. How will that turn out? http://www.gamasutra.com/blogs/NicholasLovell/20150317/238988/Why_NintendoDeNA_changes_everythingnothing_and_three_pitfalls_theyll_need_to_avoid.php Tue, 17 Mar 2015 06:13:00 EDT The Sound Design of inFamous Second Son: Concrete Powers - by Rev Dr Bradley Meyer http://www.gamasutra.com/blogs/RevDrBradleyMeyer/20150316/238805/The_Sound_Design_of_inFamous_Second_Son_Concrete_Powers.php Rev. Dr. Bradley D Meyer, audio director at Sucker Punch, recounts how the concrete powers of inFamous Second Son were conceived and recorded. http://www.gamasutra.com/blogs/RevDrBradleyMeyer/20150316/238805/The_Sound_Design_of_inFamous_Second_Son_Concrete_Powers.php Mon, 16 Mar 2015 01:02:00 EDT Interactive Game Music of LittleBigPlanet 3 (Concepts from the GDC Talk) - by Winifred Phillips http://www.gamasutra.com/blogs/WinifredPhillips/20150316/238853/Interactive_Game_Music_of_LittleBigPlanet_3_Concepts_from_the_GDC_Talk.php On Fri. March 6th I gave a talk called "LittleBigPlanet 3 & Beyond: Taking Your Score to Vertical Extremes." Some audience members said the section on the Pod Menu music of LittleBigPlanet 3 was particularly interesting, so let's expand on those concepts. http://www.gamasutra.com/blogs/WinifredPhillips/20150316/238853/Interactive_Game_Music_of_LittleBigPlanet_3_Concepts_from_the_GDC_Talk.php Mon, 16 Mar 2015 01:02:00 EDT What is Twine? (For Developers) - by Liz England http://www.gamasutra.com/blogs/LizEngland/20150313/238709/What_is_Twine_For_Developers.php A lot of developers are vaguely aware there's this gamedev tool called "Twine" out there but don't know much else. This article demystifies the tool, gives you background on it, and a list of games to play to get you started in exploring the space. http://www.gamasutra.com/blogs/LizEngland/20150313/238709/What_is_Twine_For_Developers.php Fri, 13 Mar 2015 12:18:00 EDT The RLD Handbook: Sometimes it's not about the metrics - Depth & Complexity - by Luke McMillan http://www.gamasutra.com/blogs/LukeMcMillan/20150312/238506/The_RLD_Handbook_Sometimes_its_not_about_the_metrics__Depth__Complexity.php In this update the RLD Handbook, I propose a system for evaluating depth and complexity in game design. By examining two very similar games using this approach I explore the nuances of depth & complexity and attempt to resolve some common issues. http://www.gamasutra.com/blogs/LukeMcMillan/20150312/238506/The_RLD_Handbook_Sometimes_its_not_about_the_metrics__Depth__Complexity.php Thu, 12 Mar 2015 01:54:00 EDT Why I love exhibiting at PAX and consumer shows in general - by Alex Nichiporchik http://www.gamasutra.com/blogs/AlexNichiporchik/20150312/238614/Why_I_love_exhibiting_at_PAX_and_consumer_shows_in_general.php Recovering from PAX East, I realized that I feel most fulfilled and energized after consumer events, and it's actually very beneficial for tinyBuild. Here's a deep dive as to why. http://www.gamasutra.com/blogs/AlexNichiporchik/20150312/238614/Why_I_love_exhibiting_at_PAX_and_consumer_shows_in_general.php Thu, 12 Mar 2015 01:54:00 EDT ICO Media Monitor – GDC 2015 results - by Thomas Bidaux http://www.gamasutra.com/blogs/ThomasBidaux/20150312/238636/ICO_Media_Monitor__GDC_2015_results.php A quick look at the media coverage of the GDC 2015, and the trending topics of the event: Virtual Reality and Game Engines. http://www.gamasutra.com/blogs/ThomasBidaux/20150312/238636/ICO_Media_Monitor__GDC_2015_results.php Thu, 12 Mar 2015 11:10:00 EDT Adaptive Audio for Mobile - by Rob Bridgett http://www.gamasutra.com/blogs/RobBridgett/20150311/225632/Adaptive_Audio_for_Mobile.php An look at some of the adaptive, mix specific features we've developed for our new mobile game at CWF. I'll detail some of the unique challenges we faced in making a game aimed at children playing in a classroom environment... with headphones. http://www.gamasutra.com/blogs/RobBridgett/20150311/225632/Adaptive_Audio_for_Mobile.php Wed, 11 Mar 2015 12:55:00 EDT @Play 80: Welcome back to the Dungeons of Doom - by John Harris http://www.gamasutra.com/blogs/JohnHarris/20150311/238456/Play_80_Welcome_back_to_the_Dungeons_of_Doom.php The column revived; roguelikes' new-found prominence; introducing the games to new readers; what succeeding columns will contain. http://www.gamasutra.com/blogs/JohnHarris/20150311/238456/Play_80_Welcome_back_to_the_Dungeons_of_Doom.php Wed, 11 Mar 2015 12:55:00 EDT Man In The Moonbase (Part 3) : The Death and Life of the Best Game You Never Played - by Darby McDevitt http://www.gamasutra.com/blogs/DarbyMcDevitt/20150310/235997/Man_In_The_Moonbase_Part_3__The_Death_and_Life_of_the_Best_Game_You_Never_Played.php In 2002, Humongous Entertainment was a company known and beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title you haven't heard of: "Moonbase Commander" - the best game you never played. http://www.gamasutra.com/blogs/DarbyMcDevitt/20150310/235997/Man_In_The_Moonbase_Part_3__The_Death_and_Life_of_the_Best_Game_You_Never_Played.php Tue, 10 Mar 2015 01:21:00 EDT The Merging of Artist and Audience: How Games will Redefine Fame - by John Krajewski http://www.gamasutra.com/blogs/JohnKrajewski/20150310/238358/The_Merging_of_Artist_and_Audience_How_Games_will_Redefine_Fame.php It’s no news that games and celebrities can have a symbiotic relationship. What I think will be more surprising is just how far this connection between game players and celebrities can go, and how culturally significant it will become. http://www.gamasutra.com/blogs/JohnKrajewski/20150310/238358/The_Merging_of_Artist_and_Audience_How_Games_will_Redefine_Fame.php Tue, 10 Mar 2015 01:21:00 EDT How to Protect Your Mobile Game Idea - by Jovan Johnson http://www.gamasutra.com/blogs/JovanJohnson/20150310/238359/How_to_Protect_Your_Mobile_Game_Idea.php Protect your mobile game idea. Selectively sharing your story, carefully choosing professionals, and politely insisting on NDAs will go a long way. http://www.gamasutra.com/blogs/JovanJohnson/20150310/238359/How_to_Protect_Your_Mobile_Game_Idea.php Tue, 10 Mar 2015 01:21:00 EDT Learning about playfulness from Toca Boca and my kids - by Andrzej Marczewski http://www.gamasutra.com/blogs/AndrzejMarczewski/20150309/238262/Learning_about_playfulness_from_Toca_Boca_and_my_kids.php I learn how to play and be playful with Toca Boca and my kids! http://www.gamasutra.com/blogs/AndrzejMarczewski/20150309/238262/Learning_about_playfulness_from_Toca_Boca_and_my_kids.php Mon, 09 Mar 2015 06:59:00 EDT Video (screencast) 10 “Need to Knows” that Make a (Hobbiest) Game Good - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20150309/238276/Video_screencast_10_Need_to_Knows_that_Make_a_Hobbiest_Game_Good.php What makes for a good game? In this two-part screencast I discuss elements that help make any game for hobbiests ( as opposed to a party or family game) a good game. It's a summary, not grondbreaking, of course. http://www.gamasutra.com/blogs/LewisPulsipher/20150309/238276/Video_screencast_10_Need_to_Knows_that_Make_a_Hobbiest_Game_Good.php Mon, 09 Mar 2015 06:48:00 EDT Understanding Your Kickstarter Liabilities - by Dan Rogers http://www.gamasutra.com/blogs/DanRogers/20150309/238279/Understanding_Your_Kickstarter_Liabilities.php Kickstarter provides a unique opportunity to match those who dream big with people willing to pay in advance or give a small gift for the same. At the same time, it comes with a host of legal liabilities that few really understand. http://www.gamasutra.com/blogs/DanRogers/20150309/238279/Understanding_Your_Kickstarter_Liabilities.php Mon, 09 Mar 2015 06:47:00 EDT Breaking In: Part 2 - by Harrison Pink http://www.gamasutra.com/blogs/HarrisonPink/20150309/238322/Breaking_In_Part_2.php In Part Two of my series on getting into the game industry, I discuss the difficulties of breaking in, provide specific suggestions for getting past them and reveal some embarrassingly bad work from my past! http://www.gamasutra.com/blogs/HarrisonPink/20150309/238322/Breaking_In_Part_2.php Mon, 09 Mar 2015 06:35:00 EDT Sticking with a vision, for better or worse - by Lee Perry http://www.gamasutra.com/blogs/LeePerry/20150309/238329/Sticking_with_a_vision_for_better_or_worse.php We all make important decisions as we go through the process of creating a project... but for me at least, the most painful calls are the ones that make me choose between my original idealized inspiration, versus what a game is naturally evolving into. http://www.gamasutra.com/blogs/LeePerry/20150309/238329/Sticking_with_a_vision_for_better_or_worse.php Mon, 09 Mar 2015 06:28:00 EDT Crystal Quest Kickstarter Funding Fail Postmortem - by John Ardussi http://www.gamasutra.com/blogs/JohnArdussi/20150309/238351/Crystal_Quest_Kickstarter_Funding_Fail_Postmortem.php The Kickstarter experience can feel like jumping in a pool with all your clothes on. You may want to be in the pool, but you didn't prepare right and now you are drowning. Here are some suggestions. Ignore at your own risk. There is no lifeguard on duty. http://www.gamasutra.com/blogs/JohnArdussi/20150309/238351/Crystal_Quest_Kickstarter_Funding_Fail_Postmortem.php Mon, 09 Mar 2015 06:22:00 EDT How much do indie PC devs make? - by Richard Hill-Whittall http://www.gamasutra.com/blogs/RichardHillWhittall/20150306/237901/How_much_do_indie_PC_devs_make.php A look at the release and sales of “Life of Pixel” on PC, Mac and Linux over the past ten months. I was inspired by David Galindo’s blog post series to put together a full summary of how our game, Life of Pixel, has fared since launch. http://www.gamasutra.com/blogs/RichardHillWhittall/20150306/237901/How_much_do_indie_PC_devs_make.php Fri, 06 Mar 2015 07:16:00 EST USD! USD! A Kickstarter Request - by Eddy Boxerman http://www.gamasutra.com/blogs/EddyBoxerman/20150306/238049/USD_USD_A_Kickstarter_Request.php For those living outside the US and running a Kickstarter campaign, goals and pledges are listed in the local currency rather than USD. This is inconvenient for many creators and backers. Perhaps we can get Kickstarter to change this. http://www.gamasutra.com/blogs/EddyBoxerman/20150306/238049/USD_USD_A_Kickstarter_Request.php Fri, 06 Mar 2015 07:16:00 EST Pathing & Movement on a 3D Grid - by Radek Koncewicz http://www.gamasutra.com/blogs/RadekKoncewicz/20150306/238123/Pathing__Movement_on_a_3D_Grid.php An overview of how we're tackling various design issues of unit movement in our 3D tactics game, Trudy's Mechanicals. http://www.gamasutra.com/blogs/RadekKoncewicz/20150306/238123/Pathing__Movement_on_a_3D_Grid.php Fri, 06 Mar 2015 07:16:00 EST Git for Unity Developers - by Alistair Doulin http://www.gamasutra.com/blogs/AlistairDoulin/20150304/237814/Git_for_Unity_Developers.php This tutorial takes you through the steps to start using Git with Unity. http://www.gamasutra.com/blogs/AlistairDoulin/20150304/237814/Git_for_Unity_Developers.php Wed, 04 Mar 2015 06:27:00 EST User Acquisition and Attribution: The Basics (Part 1) - by Dmitri Williams http://www.gamasutra.com/blogs/DmitriWilliams/20150304/237833/User_Acquisition_and_Attribution_The_Basics_Part_1.php This article marks the beginning of a three-part series on user attribution http://www.gamasutra.com/blogs/DmitriWilliams/20150304/237833/User_Acquisition_and_Attribution_The_Basics_Part_1.php Wed, 04 Mar 2015 06:27:00 EST 2D art team: How to manage level background assets - by Junxue Li http://www.gamasutra.com/blogs/JunxueLi/20150304/237966/2D_art_team_How_to_manage_level_background_assets.php This article is for background art production of 2D games. It deals with 2D & 3D assets management. It would help you save troubles when you need to edit, and reuse the graphics. http://www.gamasutra.com/blogs/JunxueLi/20150304/237966/2D_art_team_How_to_manage_level_background_assets.php Wed, 04 Mar 2015 06:27:00 EST Breaking In: Part 1 - by Harrison Pink http://www.gamasutra.com/blogs/HarrisonPink/20150303/237815/Breaking_In_Part_1.php In Part One of a two part series on getting into the game industry, I describe my own personal path into games, as well as clear up some common misconceptions about being a professional game designer. http://www.gamasutra.com/blogs/HarrisonPink/20150303/237815/Breaking_In_Part_1.php Tue, 03 Mar 2015 02:09:00 EST Man In The Moonbase (Part 2) : The Death and Life of the Best Game You Never Played - by Darby McDevitt http://www.gamasutra.com/blogs/DarbyMcDevitt/20150302/235996/Man_In_The_Moonbase_Part_2__The_Death_and_Life_of_the_Best_Game_You_Never_Played.php In 2002, Humongous Entertainment was a company known and beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title you haven't heard of: "Moonbase Commander" - the best game you never played. http://www.gamasutra.com/blogs/DarbyMcDevitt/20150302/235996/Man_In_The_Moonbase_Part_2__The_Death_and_Life_of_the_Best_Game_You_Never_Played.php Mon, 02 Mar 2015 05:26:00 EST "But It's Not Historically Accurate!" - Diversity in Elsinore - by Katie Chironis http://www.gamasutra.com/blogs/KatieChironis/20150302/237689/quotBut_Its_Not_Historically_Accuratequot__Diversity_in_Elsinore.php When it comes to including more diversity within historical casts of characters, creators often fall behind the defense that "white casts are historically accurate." Here are some ways an indie team dismantled that myth. http://www.gamasutra.com/blogs/KatieChironis/20150302/237689/quotBut_Its_Not_Historically_Accuratequot__Diversity_in_Elsinore.php Mon, 02 Mar 2015 05:26:00 EST Redesigning Auro's Tutorial - by Keith Burgun http://www.gamasutra.com/blogs/KeithBurgun/20150302/237690/Redesigning_Auros_Tutorial.php The launch version of Auro was received super-well, but we also got some complaints about how the game is hard to learn. Here's what we think we did wrong with our Tutorial, and here's what we plan on doing about it. http://www.gamasutra.com/blogs/KeithBurgun/20150302/237690/Redesigning_Auros_Tutorial.php Mon, 02 Mar 2015 05:26:00 EST Is the game to blame? Video game playing and anti-social behaviour - by Mark Griffiths http://www.gamasutra.com/blogs/MarkGriffiths/20150302/237700/Is_the_game_to_blame_Video_game_playing_and_antisocial_behaviour.php There are two opposing research camps in the field of gaming studies. There are those who believe there is a causal link between the effects of playing video games and subsequent behaviours and those that don't. But what does the science say? http://www.gamasutra.com/blogs/MarkGriffiths/20150302/237700/Is_the_game_to_blame_Video_game_playing_and_antisocial_behaviour.php Mon, 02 Mar 2015 05:26:00 EST You don't always have to commit. - by Randy OConnor http://www.gamasutra.com/blogs/RandyOConnor/20150302/237703/You_dont_always_have_to_commit.php Musing on shades of grey, Randy talks about the importance of "maybe". http://www.gamasutra.com/blogs/RandyOConnor/20150302/237703/You_dont_always_have_to_commit.php Mon, 02 Mar 2015 05:26:00 EST Games, play, toys and gamification - by Andrzej Marczewski http://www.gamasutra.com/blogs/AndrzejMarczewski/20150302/237777/Games_play_toys_and_gamification.php Games and play are two separate concepts in the same family. Here I offer my view on their differences. http://www.gamasutra.com/blogs/AndrzejMarczewski/20150302/237777/Games_play_toys_and_gamification.php Mon, 02 Mar 2015 05:26:00 EST Metroidvania interview: Jools Watsham (Xeodrifter) - by Christian Nutt http://www.gamasutra.com/blogs/ChristianNutt/20150227/237658/Metroidvania_interview_Jools_Watsham_Xeodrifter.php Another of my Metroidvania source interviews -- this time with Jools Watsham of Renegade Kid, developers of Xeodrifter. http://www.gamasutra.com/blogs/ChristianNutt/20150227/237658/Metroidvania_interview_Jools_Watsham_Xeodrifter.php Fri, 27 Feb 2015 06:59:00 EST On Indie Game Pricing - by Dan Adelman http://www.gamasutra.com/blogs/DanAdelman/20150227/237639/On_Indie_Game_Pricing.php Indie developers struggle with the question of how to price their game and when to put in on sale. This article gives a framework for understanding pricing and suggests a 3-step approach, including a recommendation to announce price drops well in advance. http://www.gamasutra.com/blogs/DanAdelman/20150227/237639/On_Indie_Game_Pricing.php Fri, 27 Feb 2015 03:53:00 EST @Play 79: The Re-return of ToeJam & Earl - by John Harris http://www.gamasutra.com/blogs/JohnHarris/20150227/237560/Play_79_The_Rereturn_of_ToeJam__Earl.php @Play is back with a long article about the legacy and future of Genesis roguelike-ish game ToeJam & Earl. http://www.gamasutra.com/blogs/JohnHarris/20150227/237560/Play_79_The_Rereturn_of_ToeJam__Earl.php Fri, 27 Feb 2015 03:08:00 EST Red vs. Blue: Which Team Should You Choose? - by Jamie Madigan http://www.gamasutra.com/blogs/JamieMadigan/20150226/237488/Red_vs_Blue_Which_Team_Should_You_Choose.php Has anyone ever done research on whether playing on the red team or the blue blue gives one a mental edge in games? Yep. http://www.gamasutra.com/blogs/JamieMadigan/20150226/237488/Red_vs_Blue_Which_Team_Should_You_Choose.php Thu, 26 Feb 2015 02:10:00 EST announcing contract( ), a free builder for plain English agreements - by Adriaan de Jongh http://www.gamasutra.com/blogs/AdriaanDeJongh/20150225/237355/announcing_contract__a_free_builder_for_plain_English_agreements.php contract( ) (pronounced ‘do contract’) generates free, plain English agreements for and between game developers. It’s based on the idea that developers do not need legalese to come to an agreement or to resolve a disagreement. http://www.gamasutra.com/blogs/AdriaanDeJongh/20150225/237355/announcing_contract__a_free_builder_for_plain_English_agreements.php Wed, 25 Feb 2015 04:33:00 EST Thoughts on Turning Fifty - by Laralyn McWillams http://www.gamasutra.com/blogs/LaralynMcWillams/20150225/237254/Thoughts_on_Turning_Fifty.php What does turning fifty in game development mean to me? I can’t imagine a life that doesn’t involve making games. Over the years, I’ve grown and changed--and I’m nowhere near done yet. As an industry, we can grow and change too. http://www.gamasutra.com/blogs/LaralynMcWillams/20150225/237254/Thoughts_on_Turning_Fifty.php Wed, 25 Feb 2015 01:15:00 EST Prediction in the Gaming Industry, Part 3: Predictions for the Prediction Industry - by Dmitri Williams http://www.gamasutra.com/blogs/DmitriWilliams/20150224/236785/Prediction_in_the_Gaming_Industry_Part_3_Predictions_for_the_Prediction_Industry.php This article is the third in a three-part series on prediction and using predictive metrics in the gaming industry. http://www.gamasutra.com/blogs/DmitriWilliams/20150224/236785/Prediction_in_the_Gaming_Industry_Part_3_Predictions_for_the_Prediction_Industry.php Tue, 24 Feb 2015 01:58:00 EST Mobile Game Design: Iteration vs. Planning, MVP = Dangerous! - by Joseph Kim http://www.gamasutra.com/blogs/JosephKim/20150224/237157/Mobile_Game_Design_Iteration_vs_Planning_MVP__Dangerous.php Iteration based mobile game designers have taken the philosophy of "MVP" (Minimum Viable Product) development principles too far to laziness. By not properly planning design, product teams waste massive dev resources and time: this can be avoided. http://www.gamasutra.com/blogs/JosephKim/20150224/237157/Mobile_Game_Design_Iteration_vs_Planning_MVP__Dangerous.php Tue, 24 Feb 2015 01:54:00 EST Stenography for Programming - by Lars Doucet http://www.gamasutra.com/blogs/LarsDoucet/20150223/237109/Stenography_for_Programming.php Learning stenography for text input and programming, mostly for ergonomic reasons. A weird but interesting journey! http://www.gamasutra.com/blogs/LarsDoucet/20150223/237109/Stenography_for_Programming.php Mon, 23 Feb 2015 12:31:00 EST Man In The Moonbase (Part 1) : The Death and Life of the Best Game You Never Played - by Darby McDevitt http://www.gamasutra.com/blogs/DarbyMcDevitt/20150223/234684/Man_In_The_Moonbase_Part_1__The_Death_and_Life_of_the_Best_Game_You_Never_Played.php In 2002, Humongous Entertainment was a company beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title that broke all of the rules: "Moonbase Commander" - the best game you never played. http://www.gamasutra.com/blogs/DarbyMcDevitt/20150223/234684/Man_In_The_Moonbase_Part_1__The_Death_and_Life_of_the_Best_Game_You_Never_Played.php Mon, 23 Feb 2015 12:25:00 EST Current Issues With Survival Games - by Alex Nichiporchik http://www.gamasutra.com/blogs/AlexNichiporchik/20150223/237085/Current_Issues_With_Survival_Games.php Multiplayer survival games are insanely fun, but they seem to share very common issues which I'm hoping to digest in this article http://www.gamasutra.com/blogs/AlexNichiporchik/20150223/237085/Current_Issues_With_Survival_Games.php Mon, 23 Feb 2015 12:25:00 EST Introducing GDC 2015's 'curated spaces' - by Simon Carless http://www.gamasutra.com/blogs/SimonCarless/20150222/237051/Introducing_GDC_2015s_curated_spaces.php Detailing and explaining all of the super-neat interactive exhibits dotted around Game Developers Conference 2015, from Indie MEGABOOTH through iam8bit and far beyond. http://www.gamasutra.com/blogs/SimonCarless/20150222/237051/Introducing_GDC_2015s_curated_spaces.php Sun, 22 Feb 2015 12:02:00 EST