Gamasutra.com - Member Blogs http://www.gamasutra.com/blogs/member/ Gamasutra Blogs Sat, 22 Nov 2014 05:28:26 EST en-us scarless@think-services.com (Simon Carless) Toy Ninja VR Movement Paradigm - by Jack Pritz http://www.gamasutra.com/blogs/JackPritz/20141121/230658/Toy_Ninja_VR_Movement_Paradigm.php In this post I discuss mapping player input into movement of a 3rd person avatar in virtual reality. http://www.gamasutra.com/blogs/JackPritz/20141121/230658/Toy_Ninja_VR_Movement_Paradigm.php Fri, 21 Nov 2014 02:24:00 EST Cross-Functional People - by Charles Palmer http://www.gamasutra.com/blogs/CharlesPalmer/20141121/230661/CrossFunctional_People.php Production problems abound when you rely too heavily on specializations. This blog lays out a few of the pitfalls of over-reliance on specialization and the advantages of breaking free. http://www.gamasutra.com/blogs/CharlesPalmer/20141121/230661/CrossFunctional_People.php Fri, 21 Nov 2014 02:24:00 EST Secondary Steam Features for Developers - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20141121/230662/Secondary_Steam_Features_for_Developers.php Steam's importance cannot be understated for game development and there are some features that developers are not aware of that they can leverage for their titles. http://www.gamasutra.com/blogs/UlyanaChernyak/20141121/230662/Secondary_Steam_Features_for_Developers.php Fri, 21 Nov 2014 02:24:00 EST Quit the Grind: New Ways to "Level" - by Zack Wood http://www.gamasutra.com/blogs/ZackWood/20141121/230678/Quit_the_Grind_New_Ways_to_quotLevelquot.php Any RPG fan knows the feeling when battle stops being fun and starts being work, when you're just grinding because you feel you have to. But this isn't necessary- just look at what some of the classic RPGs have done to keep leveling up fun! http://www.gamasutra.com/blogs/ZackWood/20141121/230678/Quit_the_Grind_New_Ways_to_quotLevelquot.php Fri, 21 Nov 2014 02:24:00 EST Alien: Isolation Technical Observations - by Jack Pritz http://www.gamasutra.com/blogs/JackPritz/20141121/230685/Alien_Isolation_Technical_Observations.php Technical Observations of Alien: Isolation. http://www.gamasutra.com/blogs/JackPritz/20141121/230685/Alien_Isolation_Technical_Observations.php Fri, 21 Nov 2014 02:24:00 EST Volcano GameJam Post-Mortem - by Thierry Brochart http://www.gamasutra.com/blogs/ThierryBrochart/20141121/230691/Volcano_GameJam_PostMortem.php This is a post-mortem on our Volcano GameJam in Reunion island http://www.gamasutra.com/blogs/ThierryBrochart/20141121/230691/Volcano_GameJam_PostMortem.php Fri, 21 Nov 2014 02:24:00 EST Why do developers make 7x less money outside the US? - by Martin Koppel http://www.gamasutra.com/blogs/MartinKoppel/20141121/230692/Why_do_developers_make_7x_less_money_outside_the_US.php With low user income and the resulting lack of revenue for developers in emerging markets, most companies either ignore these regions or burn money when seeking to enter them. So is there a way US developers can approach these markets and not fail? http://www.gamasutra.com/blogs/MartinKoppel/20141121/230692/Why_do_developers_make_7x_less_money_outside_the_US.php Fri, 21 Nov 2014 02:24:00 EST Design and safety tips for leaderboard - by Priyadarshi Chowdhary http://www.gamasutra.com/blogs/PriyadarshiChowdhary/20141121/230744/Design_and_safety_tips_for_leaderboard.php Leaderboards play a crucial role in many online competitive games. Design properly, they can provide an incentive for players to get more involved with your game. http://www.gamasutra.com/blogs/PriyadarshiChowdhary/20141121/230744/Design_and_safety_tips_for_leaderboard.php Fri, 21 Nov 2014 02:24:00 EST The Client/Vendor Relationship – Laying a Solid Foundation with True Collaboration - by Derek Smith http://www.gamasutra.com/blogs/DerekSmith/20141120/230563/The_ClientVendor_Relationship__Laying_a_Solid_Foundation_with_True_Collaboration.php The relationship between client and vendor can be tricky to get right. In this article I would like to focus on what I consider to be one of the most important aspects to making a successful partnership, something I call True Collaboration. http://www.gamasutra.com/blogs/DerekSmith/20141120/230563/The_ClientVendor_Relationship__Laying_a_Solid_Foundation_with_True_Collaboration.php Thu, 20 Nov 2014 01:40:00 EST Indie Game Analytics 101 (part 2 – five mistakes) - by Dylan Jones http://www.gamasutra.com/blogs/DylanJones/20141120/230576/Indie_Game_Analytics_101_part_2__five_mistakes.php Avoid mistakes when diving into the world of analytics. This post reviews what indie game developers should steer clear from what they need to know when first starting out with tracking data. http://www.gamasutra.com/blogs/DylanJones/20141120/230576/Indie_Game_Analytics_101_part_2__five_mistakes.php Thu, 20 Nov 2014 01:40:00 EST The Trials of Trails of Glork, and the Lessons of Potatoman - by Miles Tilmann http://www.gamasutra.com/blogs/MilesTilmann/20141120/230579/The_Trials_of_Trails_of_Glork_and_the_Lessons_of_Potatoman.php A personal essay about the dangers of getting an idea crowdfunded without proper preparation. A 4 year journey towards acceptance of and gratitude towards the present moment. http://www.gamasutra.com/blogs/MilesTilmann/20141120/230579/The_Trials_of_Trails_of_Glork_and_the_Lessons_of_Potatoman.php Thu, 20 Nov 2014 01:40:00 EST Choosing the perfect keywords for your iOS app - by Simon Hill http://www.gamasutra.com/blogs/SimonHill/20141120/230642/Choosing_the_perfect_keywords_for_your_iOS_app.php It’s time to generate a list of keywords that will help potential customers to find your iOS app. This article will show you how to boost your chances of choosing the right keywords for maximum App store success. http://www.gamasutra.com/blogs/SimonHill/20141120/230642/Choosing_the_perfect_keywords_for_your_iOS_app.php Thu, 20 Nov 2014 01:40:00 EST When Helping Harms - by Larry Carney http://www.gamasutra.com/blogs/LarryCarney/20141119/230467/When_Helping_Harms.php A look at recent events in the Swedish games industry, and how the consumer can be harmed when a content creator and an industry merely desire to do the right thing. http://www.gamasutra.com/blogs/LarryCarney/20141119/230467/When_Helping_Harms.php Wed, 19 Nov 2014 08:25:00 EST IndieDev Retargeting for Facebook - by Bryan Fisher http://www.gamasutra.com/blogs/BryanFisher/20141119/230210/IndieDev_Retargeting_for_Facebook.php After about my fourth class in marketing, I finally understood what retargeting meant, and I've been using it for my own IndieDev Retargeting in Facebook. http://www.gamasutra.com/blogs/BryanFisher/20141119/230210/IndieDev_Retargeting_for_Facebook.php Wed, 19 Nov 2014 01:31:00 EST Reactive vs. Active Stealth in Game Design - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20141119/230478/Reactive_vs_Active_Stealth_in_Game_Design.php Stealth gameplay can be an interesting topic as there are many ways to go about it. For today's post, I'm going to examine two popular philosophies and how they impact game design. http://www.gamasutra.com/blogs/JoshBycer/20141119/230478/Reactive_vs_Active_Stealth_in_Game_Design.php Wed, 19 Nov 2014 01:31:00 EST Introduction To Concealed Intent - by Charles Cordingley http://www.gamasutra.com/blogs/CharlesCordingley/20141119/230500/Introduction_To_Concealed_Intent.php It is time to decloak. For some time I have been developing Concealed Intent, a turn-based game of tactical space combat. http://www.gamasutra.com/blogs/CharlesCordingley/20141119/230500/Introduction_To_Concealed_Intent.php Wed, 19 Nov 2014 01:31:00 EST Why you should care about the package name validity of your Unity project - by Laurent Victorino http://www.gamasutra.com/blogs/LaurentVictorino/20141119/230543/Why_you_should_care_about_the_package_name_validity_of_your_Unity_project.php As a C/C++/C# game developer I chose to make games with Unity because I didn't want to learn Java or Objective-C to publish on Android or iOS. However here is why I should have cared more about Java even using Unity... http://www.gamasutra.com/blogs/LaurentVictorino/20141119/230543/Why_you_should_care_about_the_package_name_validity_of_your_Unity_project.php Wed, 19 Nov 2014 01:31:00 EST Player Support - A Game Changer in the Games Industry - by Stefan Abadzhiev http://www.gamasutra.com/blogs/StefanAbadzhiev/20141118/230447/Player_Support__A_Game_Changer_in_the_Games_Industry.php It is well documented that the games industry is experiencing unprecedented growth. Indeed, with Forbes magazine predicting that the sector will grow to $82 billion by 2017, it is growing faster and becoming more competitive than ever before. http://www.gamasutra.com/blogs/StefanAbadzhiev/20141118/230447/Player_Support__A_Game_Changer_in_the_Games_Industry.php Tue, 18 Nov 2014 02:23:00 EST Producing winning videogame theme songs - by Matthew Myers http://www.gamasutra.com/blogs/MatthewMyers/20141118/230329/Producing_winning_videogame_theme_songs.php A "how to" piece on making video game theme songs with vocals based on my experiences doing a number of these project to date. The article also features work-in-progress production materials which ordinarily I would not share with the public. http://www.gamasutra.com/blogs/MatthewMyers/20141118/230329/Producing_winning_videogame_theme_songs.php Tue, 18 Nov 2014 01:51:00 EST Inventory.GetGladiator() - by Vegard Myklebust http://www.gamasutra.com/blogs/VegardMyklebust/20141118/230356/InventoryGetGladiator.php In this blog-post I talk about using a world state and separating that from the other systems in the game, and how we deal with generated characters within that dogma, as well as what happens when systems get implemented before their intended use. http://www.gamasutra.com/blogs/VegardMyklebust/20141118/230356/InventoryGetGladiator.php Tue, 18 Nov 2014 01:51:00 EST Muertitos - A Matching Puzzle for the Brain - by Antonio Uribe http://www.gamasutra.com/blogs/AntonioUribe/20141118/230357/Muertitos__A_Matching_Puzzle_for_the_Brain.php How HyperBeard made Muertitos in a month. http://www.gamasutra.com/blogs/AntonioUribe/20141118/230357/Muertitos__A_Matching_Puzzle_for_the_Brain.php Tue, 18 Nov 2014 01:51:00 EST The Evolution of the Video Game Market -- F2P - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20141118/230383/The_Evolution_of_the_Video_Game_Market__F2P.php Wrapping up this post series, we come to the latest market for the video game industry -- F2P and how it has impacted both designing and selling games. http://www.gamasutra.com/blogs/UlyanaChernyak/20141118/230383/The_Evolution_of_the_Video_Game_Market__F2P.php Tue, 18 Nov 2014 01:51:00 EST Analyzing and Interpreting Feedback From Your Community - by Brian Peterson http://www.gamasutra.com/blogs/BrianPeterson/20141118/230391/Analyzing_and_Interpreting_Feedback_From_Your_Community.php Is all player feedback created equal? Does every bad review require attention and consideration? This post looks at recent discussion surrounding Monument Valley reviews to find takeaways that can be applied to feedback from any game's community. http://www.gamasutra.com/blogs/BrianPeterson/20141118/230391/Analyzing_and_Interpreting_Feedback_From_Your_Community.php Tue, 18 Nov 2014 01:51:00 EST What are game developers thinking? - by Leonid Kovalenko http://www.gamasutra.com/blogs/LeonidKovalenko/20141118/230393/What_are_game_developers_thinking.php Everybody wants to make a good game. What our mind tells us? A bunch of questions. Not much of them we need in order to act. http://www.gamasutra.com/blogs/LeonidKovalenko/20141118/230393/What_are_game_developers_thinking.php Tue, 18 Nov 2014 01:51:00 EST Data from "A Night at the Roculus" - by Holden Link http://www.gamasutra.com/blogs/HoldenLink/20141118/230394/Data_from_quotA_Night_at_the_Roculusquot.php "A Night at the Roculus" was the most popular Oculus DK2 game released last month. Data collected from the game shows a rough snapshot of the hardware current DK2 owners are using, and that we fell short of the 75 FPS target for 1/4 of our players. http://www.gamasutra.com/blogs/HoldenLink/20141118/230394/Data_from_quotA_Night_at_the_Roculusquot.php Tue, 18 Nov 2014 01:51:00 EST Nearly Ripped off to death by a publisher ? Get better by yourself and wait for justice (Maybe) - by Puget Alain http://www.gamasutra.com/blogs/PugetAlain/20141118/230420/Nearly_Ripped_off_to_death_by_a_publisher__Get_better_by_yourself_and_wait_for_justice_Maybe.php Let me tell you the story of a publisher ignoring a signed deal, how a German court of Justice decided it was apparently ok to do so, and nearly caused our undoing. http://www.gamasutra.com/blogs/PugetAlain/20141118/230420/Nearly_Ripped_off_to_death_by_a_publisher__Get_better_by_yourself_and_wait_for_justice_Maybe.php Tue, 18 Nov 2014 01:51:00 EST Using Unity for non-game app development - by Clarence Simpson http://www.gamasutra.com/blogs/ClarenceSimpson/20141118/230459/Using_Unity_for_nongame_app_development.php Sometimes game developers may be asked to build non-game apps, but there may still be good reasons to use a game engine/framework to build your app. http://www.gamasutra.com/blogs/ClarenceSimpson/20141118/230459/Using_Unity_for_nongame_app_development.php Tue, 18 Nov 2014 01:51:00 EST Solar Struggle - Our way to Steam - by Andreas Heldt http://www.gamasutra.com/blogs/AndreasHeldt/20141117/230133/Solar_Struggle__Our_way_to_Steam.php This is a story about the game "Solar Struggle" which released 2010 on XBLIG and took about four years to release on Steam. http://www.gamasutra.com/blogs/AndreasHeldt/20141117/230133/Solar_Struggle__Our_way_to_Steam.php Mon, 17 Nov 2014 03:44:00 EST Discoverability: It's not just for App Stores anymore - by Jay Powell http://www.gamasutra.com/blogs/JayPowell/20141117/230228/Discoverability_Its_not_just_for_App_Stores_anymore.php The rush back to PC gaming is creating the same discoverability issues seen on app stores. Here's why you should be concerned and simple steps to stay ahead. http://www.gamasutra.com/blogs/JayPowell/20141117/230228/Discoverability_Its_not_just_for_App_Stores_anymore.php Mon, 17 Nov 2014 03:44:00 EST What Makes it Fun. - by Joseph Mares http://www.gamasutra.com/blogs/JosephMares/20141117/230245/What_Makes_it_Fun.php Almost to the day, 5 years ago I posted a blog here, trying to explore what made something "fun". Since then I have interviewed professionals from all disciplines of entertainment, and can confidently tell you what fun is. http://www.gamasutra.com/blogs/JosephMares/20141117/230245/What_Makes_it_Fun.php Mon, 17 Nov 2014 03:44:00 EST Here’s an idea: stupid choices - by Sergio Rosa http://www.gamasutra.com/blogs/SergioRosa/20141117/230333/Heres_an_idea_stupid_choices.php It’d be interesting to see games with “stupid choices” where outcomes are not clear at all. Logical convention says players should know how their choices affect the world around them, but I see no reason why we need to lay out everything in front of them. http://www.gamasutra.com/blogs/SergioRosa/20141117/230333/Heres_an_idea_stupid_choices.php Mon, 17 Nov 2014 03:44:00 EST A mediated relationship between escapism and well-being among MMO players - by Wai Yen Tang http://www.gamasutra.com/blogs/WaiYenTang/20141117/230234/A_mediated_relationship_between_escapism_and_wellbeing_among_MMO_players.php Players with escapist motivation endorsed stronger game realism beliefs and spent more time playing MMORPGs, in turn increased online support but decreased offline social support. Well-being was affected by both online and offline social support http://www.gamasutra.com/blogs/WaiYenTang/20141117/230234/A_mediated_relationship_between_escapism_and_wellbeing_among_MMO_players.php Mon, 17 Nov 2014 01:39:00 EST Carefully Pick The Player's Character - by Muhammad Helmy http://www.gamasutra.com/blogs/MuhammadHelmy/20141117/230246/Carefully_Pick_The_Players_Character.php Perhaps everyone know that having characters in the game is something essential to lead the players to make their own connection with the game. Yes there still games without characters at all, but the genre controls that. But in case your game......... http://www.gamasutra.com/blogs/MuhammadHelmy/20141117/230246/Carefully_Pick_The_Players_Character.php Mon, 17 Nov 2014 01:39:00 EST Motivating Your Indie Team - Pt. 1 - by Katie Chironis http://www.gamasutra.com/blogs/KatieChironis/20141117/230257/Motivating_Your_Indie_Team__Pt_1.php A lack of motivation is the quiet factor behind the death of nearly every indie game team. Here are some tips to keep everything moving forward. http://www.gamasutra.com/blogs/KatieChironis/20141117/230257/Motivating_Your_Indie_Team__Pt_1.php Mon, 17 Nov 2014 01:39:00 EST Running a website or mobile app? Don’t neglect this crucial step to limit your legal liability! - by Zachary Strebeck http://www.gamasutra.com/blogs/ZacharyStrebeck/20141117/230271/Running_a_website_or_mobile_app_Dont_neglect_this_crucial_step_to_limit_your_legal_liability.php Game lawyer Zachary Strebeck looks at one potentially huge mistake that website owners and mobile game developers could make regarding the DMCA. Without registering an agent to receive takedown notices, they could end up liable for their users’ infringmen http://www.gamasutra.com/blogs/ZacharyStrebeck/20141117/230271/Running_a_website_or_mobile_app_Dont_neglect_this_crucial_step_to_limit_your_legal_liability.php Mon, 17 Nov 2014 01:39:00 EST The Musical Box #19: Chiptuned Michael Jackson - by Marcelo Martins http://www.gamasutra.com/blogs/MarceloMartins/20141117/230296/The_Musical_Box_19_Chiptuned_Michael_Jackson.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #19: Michael Jackson's Moonwalker http://www.gamasutra.com/blogs/MarceloMartins/20141117/230296/The_Musical_Box_19_Chiptuned_Michael_Jackson.php Mon, 17 Nov 2014 01:39:00 EST Square Enix, Bioware, and the future of Fantasy Games - by Raven Kelly Smith http://www.gamasutra.com/blogs/RavenKellySmith/20141117/230134/Square_Enix_Bioware_and_the_future_of_Fantasy_Games.php An article outlining the past release of fantasy games from famous developers Swuare Enix and Bioware. http://www.gamasutra.com/blogs/RavenKellySmith/20141117/230134/Square_Enix_Bioware_and_the_future_of_Fantasy_Games.php Mon, 17 Nov 2014 01:38:00 EST Postmortem for a Kickstarter Project that *just* made it over the line - by Joe Chang http://www.gamasutra.com/blogs/JoeChang/20141117/230163/Postmortem_for_a_Kickstarter_Project_that_just_made_it_over_the_line.php Phantasmal wasn't a massive success even though we had ticked all the boxes for what a Kickstarter should do. We weren't able to pin point a single cause, but we had some theories on some of the reasons. http://www.gamasutra.com/blogs/JoeChang/20141117/230163/Postmortem_for_a_Kickstarter_Project_that_just_made_it_over_the_line.php Mon, 17 Nov 2014 01:38:00 EST The Evolution of the Video Game Market -- Digital Stores - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20141117/230241/The_Evolution_of_the_Video_Game_Market__Digital_Stores.php Continuing from our previous post, the online age also saw the formation of digital stores and services like Steam and irreversibly changed the Game Industry for all parties. http://www.gamasutra.com/blogs/UlyanaChernyak/20141117/230241/The_Evolution_of_the_Video_Game_Market__Digital_Stores.php Mon, 17 Nov 2014 01:38:00 EST Dissecting Progress - by Fabian Fischer http://www.gamasutra.com/blogs/FabianFischer/20141117/230249/Dissecting_Progress.php “Progress” has almost become a buzzword in today’s gaming industry. And indeed the idea is of fundamental importance for the motivational power of gameplay. This article takes a critical look at the different forms of progress you may come across. http://www.gamasutra.com/blogs/FabianFischer/20141117/230249/Dissecting_Progress.php Mon, 17 Nov 2014 01:38:00 EST Distinctive features in games - by Luiz Claudio Silveira Duarte http://www.gamasutra.com/blogs/LuizClaudioSilveiraDuarte/20141117/230251/Distinctive_features_in_games.php The study of games has sometimes been hampered by a lack of an airtight definition for "game". But perhaps such a definition isn't necessary. In a recent paper, I suggest that an approach first used in Linguistics can be very useful in Ludology. http://www.gamasutra.com/blogs/LuizClaudioSilveiraDuarte/20141117/230251/Distinctive_features_in_games.php Mon, 17 Nov 2014 01:38:00 EST Buzzfeed & Kotaku: Approachability versus Credibility - by Raven Kelly Smith http://www.gamasutra.com/blogs/RavenKellySmith/20141117/230256/Buzzfeed__Kotaku_Approachability_versus_Credibility.php The internet has seen the spawning of a new kind of news source, the quick-to-report internet sensations of Buzzfeed and Kotaku. Though their hard hitting news stories may be few and far between, the entertaining little ‘gif-based’ articles keep readers http://www.gamasutra.com/blogs/RavenKellySmith/20141117/230256/Buzzfeed__Kotaku_Approachability_versus_Credibility.php Mon, 17 Nov 2014 01:38:00 EST Mutatio ex Fabula: creating interactive plot twists - by Jorge Veloso http://www.gamasutra.com/blogs/JorgeVeloso/20141117/230265/Mutatio_ex_Fabula_creating_interactive_plot_twists.php Since the beginning of console gaming, JRPGs have relied on a storytelling formula that takes the minimum amount of work by developers to create lengthy, complex stories that maximizes player's engagement. This is how they adapted narrative into gameplay. http://www.gamasutra.com/blogs/JorgeVeloso/20141117/230265/Mutatio_ex_Fabula_creating_interactive_plot_twists.php Mon, 17 Nov 2014 01:38:00 EST Postmortem: Identity - by Michael Quist http://www.gamasutra.com/blogs/MichaelQuist/20141117/230268/Postmortem_Identity.php IDENTITY is an over-the-shoulder 3rd person stealth game, made in Unreal Development Kit. In the dark climax of the information age, individuals have lost the ability to publicly protect their identities and they must take care to safeguard them. Players http://www.gamasutra.com/blogs/MichaelQuist/20141117/230268/Postmortem_Identity.php Mon, 17 Nov 2014 01:38:00 EST What makes it worth it - by Nathaniel Green http://www.gamasutra.com/blogs/NathanielGreen/20141117/230272/What_makes_it_worth_it.php A serious take on what makes bellying up to the computer every day worth it http://www.gamasutra.com/blogs/NathanielGreen/20141117/230272/What_makes_it_worth_it.php Mon, 17 Nov 2014 01:38:00 EST Kickstarter: The paradox of asking for money, when what you get is free - by Kasper Hviid http://www.gamasutra.com/blogs/KasperHviid/20141117/230165/Kickstarter_The_paradox_of_asking_for_money_when_what_you_get_is_free.php This blogpost sets out to see the depths of the paradox of asking backers on Kickstarer to donate to something, that is ultimately going to be free when funded. http://www.gamasutra.com/blogs/KasperHviid/20141117/230165/Kickstarter_The_paradox_of_asking_for_money_when_what_you_get_is_free.php Mon, 17 Nov 2014 01:37:00 EST Crowdfunding an Indie Game: Star Traders 2 RPG - by Andrew Trese http://www.gamasutra.com/blogs/AndrewTrese/20141114/229801/Crowdfunding_an_Indie_Game_Star_Traders_2_RPG.php Our two person indie game studio recently raised over $60,000 on KickStarter for our newest game - Star Traders 2 RPG. We share our lessons learned and successful tactics, hoping to help other indie studios achieve success on KickStarter. http://www.gamasutra.com/blogs/AndrewTrese/20141114/229801/Crowdfunding_an_Indie_Game_Star_Traders_2_RPG.php Fri, 14 Nov 2014 01:59:00 EST Touring Super Mario World in 2014 - by Ario Barzan http://www.gamasutra.com/blogs/ArioBarzan/20141114/230068/Touring_Super_Mario_World_in_2014.php In this essay, Super Mario World is broadly analyzed in terms of its level design. In a game where new mechanical liberties arguably conflict with retained design conceits, which stages are successful, and which ones are interestingly problematic? http://www.gamasutra.com/blogs/ArioBarzan/20141114/230068/Touring_Super_Mario_World_in_2014.php Fri, 14 Nov 2014 01:59:00 EST Embrace the Apocalypse: Why competitive endgames and server resets in strategy MMOs make sense - by Jennifer Ketzl Brame http://www.gamasutra.com/blogs/JenniferKetzlBrame/20141114/230144/Embrace_the_Apocalypse_Why_competitive_endgames_and_server_resets_in_strategy_MMOs_make_sense.php When designing our strategy MMO we decided to build in a competitive endgame race that would result in periodic server resets. We got feedback that people would be upset by this, but I think it will be popular if we can get the message out. Here's why. http://www.gamasutra.com/blogs/JenniferKetzlBrame/20141114/230144/Embrace_the_Apocalypse_Why_competitive_endgames_and_server_resets_in_strategy_MMOs_make_sense.php Fri, 14 Nov 2014 01:59:00 EST Commenteer - A Concept for Better Communities - by Doru Apreotesei http://www.gamasutra.com/blogs/DoruApreotesei/20141114/230166/Commenteer__A_Concept_for_Better_Communities.php "Mind you, I really am talking about shutting people out, not up. Freedom of speech should be all-but-absolute. I just need better filtering methods to be made available..." http://www.gamasutra.com/blogs/DoruApreotesei/20141114/230166/Commenteer__A_Concept_for_Better_Communities.php Fri, 14 Nov 2014 01:59:00 EST Is the mobile market wrong? - by Alex Perez http://www.gamasutra.com/blogs/AlexPerez/20141114/230195/Is_the_mobile_market_wrong.php What happens with the "I want everything for free" in the mobile space??, seems that no ones wants to buy games at all, and the controversia appeared with Monument Valley, a good mobile game suffering the same rant as my own game. http://www.gamasutra.com/blogs/AlexPerez/20141114/230195/Is_the_mobile_market_wrong.php Fri, 14 Nov 2014 01:59:00 EST The Kirby-Smash Bros Connection - by Darius Drake http://www.gamasutra.com/blogs/DariusDrake/20141113/229831/The_KirbySmash_Bros_Connection.php Kirby and Super Smash Bros. have more in common than you may think. So why, I ask, shouldn't Kirby be made into more formidable fighter? http://www.gamasutra.com/blogs/DariusDrake/20141113/229831/The_KirbySmash_Bros_Connection.php Thu, 13 Nov 2014 02:41:00 EST Worst game ever, your face sucks. (Dealing with Internet Comments) - by Simon Lachance http://www.gamasutra.com/blogs/SimonLachance/20141113/230037/Worst_game_ever_your_face_sucks_Dealing_with_Internet_Comments.php You just finished your game, finally ready to release it to the world. "Hey Internet! I spent months of work without salary to give you this!" and you get comments like : "Your games sucks and I wish you cancer you moron F%!&" Let's talk about this. http://www.gamasutra.com/blogs/SimonLachance/20141113/230037/Worst_game_ever_your_face_sucks_Dealing_with_Internet_Comments.php Thu, 13 Nov 2014 02:41:00 EST The Evolution of the Video Game Market -- Online - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20141113/230061/The_Evolution_of_the_Video_Game_Market__Online.php Continuing our series we begin our look at when the Game Industry entered the digital age with the use of online stores. http://www.gamasutra.com/blogs/UlyanaChernyak/20141113/230061/The_Evolution_of_the_Video_Game_Market__Online.php Thu, 13 Nov 2014 02:41:00 EST Promoting your indie game on social networks - by Yolene Rousvoal http://www.gamasutra.com/blogs/YoleneRousvoal/20141113/230049/Promoting_your_indie_game_on_social_networks.php A marketing guide to help you promote your game on social networks. http://www.gamasutra.com/blogs/YoleneRousvoal/20141113/230049/Promoting_your_indie_game_on_social_networks.php Thu, 13 Nov 2014 02:40:00 EST Moral Game Design - by Charles Huang http://www.gamasutra.com/blogs/CharlesHuang/20141113/230062/Moral_Game_Design.php There are games which I wouldn't thank for the time I and my loved ones have spent on them. And I wish to candidly speak about them. Likewise, I also would like to speak about elements of games which add to our lives rather than take away. http://www.gamasutra.com/blogs/CharlesHuang/20141113/230062/Moral_Game_Design.php Thu, 13 Nov 2014 02:40:00 EST From Never Coding Before or Doing Game Art to Making A Full Game Using Unreal Engine 4 - by Markus Skupeika http://www.gamasutra.com/blogs/MarkusSkupeika/20141113/230130/From_Never_Coding_Before_or_Doing_Game_Art_to_Making_A_Full_Game_Using_Unreal_Engine_4.php It was a 20 year vision in game development. I decided to take as much time to re-learn everything. From never coding before, never doing any game art or animation. To building a full game with the Unreal Engine. This is my story. http://www.gamasutra.com/blogs/MarkusSkupeika/20141113/230130/From_Never_Coding_Before_or_Doing_Game_Art_to_Making_A_Full_Game_Using_Unreal_Engine_4.php Thu, 13 Nov 2014 02:39:00 EST Feminine Qualities - by Richard Marzo http://www.gamasutra.com/blogs/RichardMarzo/20141112/229742/Feminine_Qualities.php Is it worth it to prove that women can be as violently destructive as men? http://www.gamasutra.com/blogs/RichardMarzo/20141112/229742/Feminine_Qualities.php Wed, 12 Nov 2014 01:39:00 EST The Benefits of Less Detail - by Christopher Gile http://www.gamasutra.com/blogs/ChristopherGile/20141112/229910/The_Benefits_of_Less_Detail.php With the graphical arms race in games it is worth asking why you might not want more detail and higher res graphics. http://www.gamasutra.com/blogs/ChristopherGile/20141112/229910/The_Benefits_of_Less_Detail.php Wed, 12 Nov 2014 01:39:00 EST Training Day in the Souls Series - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20141112/229922/Training_Day_in_the_Souls_Series.php Great level design is key for introducing new and challenging elements to the player. For today's post, we're looking at the Souls series and how each game built their tutorials directly into the level design. http://www.gamasutra.com/blogs/JoshBycer/20141112/229922/Training_Day_in_the_Souls_Series.php Wed, 12 Nov 2014 01:39:00 EST