There's a constant tug-of-war in the PR world between quantity and quality. Is a press release effective if only 30% of media actually open the email? Do we actually benefit (other than financially) from working on a not-so-great game? Read on.
The Stanley Parable Helpful Development Showcase is an extremely insightful and informative look into what it takes to make a video game. This week: A review of last week's blog post
A while back I did an article on what game mechanics actually are. I was looking for a good example of how a mechanic can change a game – and then yesterday I found it.
Being five languages of experience. By understanding languages of experience - for cultural challenge, human engagement, human manipulation, spatiality, and aesthetics - Clark asserts that we can better understand how and why games matter.
The Stanley Parable Helpful Development Showcase is an extremely insightful and informative look into what it takes to make a video game. This week: How to actively sabotage the quality of your game.
Anyone who has read a few of my blogs will, by now, be under the impression that I am not the biggest fan of rewards. Well, that is not entirely how I feel. Those that have read earlier blogs may remember something I said - "Rewards should recognise achi
On April 9, the appeals court granted Southpeak a perpetual license in Section 8. What is the background, what does the court mean by a perpetual license, and are there any lessons for developers?