Gamasutra.com - All Blogs http://www.gamasutra.com/blogs/ Gamasutra Blogs Sun, 23 Nov 2014 06:03:34 EST en-us scarless@think-services.com (Simon Carless) GameStop & Nintendo: Game devaluation must stop - by Matt Matthews http://www.gamasutra.com/blogs/MattMatthews/20141121/230684/GameStop__Nintendo_Game_devaluation_must_stop.php Business/Marketing,Console/PC You've heard Nintendo's Iwata say it, and now GameStop's joining in: Don't drive game values to zero. http://www.gamasutra.com/blogs/MattMatthews/20141121/230684/GameStop__Nintendo_Game_devaluation_must_stop.php Fri, 21 Nov 2014 02:24:00 EST Analysing Gamification with the SAMR Model - by Andrzej Marczewski http://www.gamasutra.com/blogs/AndrzejMarczewski/20141121/230707/Analysing_Gamification_with_the_SAMR_Model.php Design,Serious SAMR is a great analytical model used by those in education to assess the impact of new technology. It seemed to me like it would be rather handy for gamification as well! http://www.gamasutra.com/blogs/AndrzejMarczewski/20141121/230707/Analysing_Gamification_with_the_SAMR_Model.php Fri, 21 Nov 2014 02:24:00 EST Ten Years of World of Warcraft - by Raph Koster http://www.gamasutra.com/blogs/RaphKoster/20141121/230748/Ten_Years_of_World_of_Warcraft.php Design,Console/PC,Social/Online World of Warcraft has now been with us for ten years, dominating the MMO landscape in the Western market. From where did it spring, why was it so successful, and what has its influence been on MMOs? http://www.gamasutra.com/blogs/RaphKoster/20141121/230748/Ten_Years_of_World_of_Warcraft.php Fri, 21 Nov 2014 02:24:00 EST World of Warcraft: Ten Years of Change - by Laralyn McWilliams http://www.gamasutra.com/blogs/LaralynMcWilliams/20141121/230752/World_of_Warcraft_Ten_Years_of_Change.php Business/Marketing,Design,Production,Console/PC,Social/Online It's World of Warcraft's tenth anniversary! The game has remained so popular (and profitable) not just because the team working on it is talented and dedicated, but also because they're not afraid of change. http://www.gamasutra.com/blogs/LaralynMcWilliams/20141121/230752/World_of_Warcraft_Ten_Years_of_Change.php Fri, 21 Nov 2014 02:24:00 EST Bringing Aaaaa! and Jack Lumber to WebGL in the Humble Bundle - by Alex Schwartz http://www.gamasutra.com/blogs/AlexSchwartz/20141120/230573/Bringing_Aaaaa_and_Jack_Lumber_to_WebGL_in_the_Humble_Bundle.php Business/Marketing,Programming,Console/PC,Indie The team at Owlchemy Labs discusses the process of bringing two Unity-based titles to WebGL using the alpha version of Unity 5 and breaks down the porting process from an engineering and design standpoint. http://www.gamasutra.com/blogs/AlexSchwartz/20141120/230573/Bringing_Aaaaa_and_Jack_Lumber_to_WebGL_in_the_Humble_Bundle.php Thu, 20 Nov 2014 01:40:00 EST Steam Traffic Patterns Deep Dive - by Lars Doucet http://www.gamasutra.com/blogs/LarsDoucet/20141119/230553/Steam_Traffic_Patterns_Deep_Dive.php Business/Marketing,Production,Console/PC,Indie Let's analyze nearly 2 months of traffic patterns on "New Steam" http://www.gamasutra.com/blogs/LarsDoucet/20141119/230553/Steam_Traffic_Patterns_Deep_Dive.php Wed, 19 Nov 2014 04:17:00 EST on prototyping and coding your own ideas - by Adriaan De Jongh http://www.gamasutra.com/blogs/AdriaanDeJongh/20141119/230549/on_prototyping_and_coding_your_own_ideas.php Design,Programming,Indie An article on how I learned a fundamental lesson about communication and empiricism regarding game design. http://www.gamasutra.com/blogs/AdriaanDeJongh/20141119/230549/on_prototyping_and_coding_your_own_ideas.php Wed, 19 Nov 2014 02:13:00 EST Thoughts on the 2014 Practice: Game Design in Detail Conference - by Keith Burgun http://www.gamasutra.com/blogs/KeithBurgun/20141119/230469/Thoughts_on_the_2014_Practice_Game_Design_in_Detail_Conference.php Design,Serious I attended the 2014 Practice: Game Design in Detail conference at NYU this past weekend. Here I give my thoughts on this year's conference, as well as thoughts on the conference generally. http://www.gamasutra.com/blogs/KeithBurgun/20141119/230469/Thoughts_on_the_2014_Practice_Game_Design_in_Detail_Conference.php Wed, 19 Nov 2014 01:31:00 EST Mobile game maps: which format is right for you - by Junxue Li http://www.gamasutra.com/blogs/JunxueLi/20141119/230506/Mobile_game_maps_which_format_is_right_for_you.php Production,Art,Social/Online,Smartphone/Tablet Our team has created map art for some match-3,and bubble shooting games. I have a few points about the map planning, and art creation to share. I think they might be useful to people who need these types of maps in their games, and artists who create the http://www.gamasutra.com/blogs/JunxueLi/20141119/230506/Mobile_game_maps_which_format_is_right_for_you.php Wed, 19 Nov 2014 01:31:00 EST Game Analytics 101 Part 5: Data models and predictive analytics - by Dmitri Williams http://www.gamasutra.com/blogs/DmitriWilliams/20141118/230350/Game_Analytics_101_Part_5_Data_models_and_predictive_analytics.php Business/Marketing,Design,Console/PC,Social/Online,Smartphone/Tablet Game Analytics 101 Part 5: Data models and predictive analytics http://www.gamasutra.com/blogs/DmitriWilliams/20141118/230350/Game_Analytics_101_Part_5_Data_models_and_predictive_analytics.php Tue, 18 Nov 2014 01:51:00 EST Toy Ninja VR Movement Paradigm - by Jack Pritz http://www.gamasutra.com/blogs/JackPritz/20141121/230658/Toy_Ninja_VR_Movement_Paradigm.php Design,Console/PC,VR 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,Console/PC,Serious,Social/Online,Smartphone/Tablet 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 Business/Marketing,Design,Production,Console/PC 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 Design,Production,Art,Console/PC,Serious,Indie 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 it 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 Design,Programming,Console/PC,Serious 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 Indie 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 Business/Marketing,Social/Online,Smartphone/Tablet 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 Design,Programming,Indie,Social/Online,Smartphone/Tablet,Mobile Games 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 Business/Marketing,Production,Art,Console/PC,Indie,Social/Online,Smartphone/Tablet 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 Design,Indie,Social/Online 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