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April 23, 2014
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Features » Design
Designing Freemium Titles for Hardcore Gamers 41
by Pascal Luban [12.12.12]
How do you get hardcore gamers interested in your free-to-play game? What is the perfect tension between compelling gameplay and frustration? Designer Pascal Luban explores the lessons he learned since moving to freemium.
Design, Social/Online

From Torment to Eternity: Chris Avellone on RPGs 14
by Saul Alexander [11.30.12]
Obsidian creative director Chris Avellone talks to Gamasutra about the tension between player stories and written narrative, how players are resurrecting the past via Kickstarter, and what Project Eternity will be.
Design, Interview

Postmortem: McMillen and Himsl's The Binding of Isaac 19
by Edmund McMillen [11.28.12]
How did a game destined for failure become a cult smash? Edmund McMillen (Super Meat Boy) discusses how he added religion to The Legend of Zelda, mixed it with a roguelike, and came out with a surprise hit.
Business/Marketing, Design, Postmortem, Production, Art, Indie

Persuasive Games: Wii Can't Go On, Wii'll Go On 53
by Ian Bogost [11.27.12]
What is Nintendo really attempting to do with the Wii U? Ian Bogost, in the latest installment of Persuasive Games, searches for the meaning behind the dual-screen play of Nintendo's freshly-released console.
Design

Games from the Trash: The History of the TRS-80 20
by Dale Dobson [11.26.12]
Radio Shack's first computer was an underpowered but accessible and affordable unit -- and as with nearly any platform, quickly became home to games. In this retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else.
Business/Marketing, Design

Hey Baby, Do You Dyad? A Letter Series 4
by Leigh Alexander, Quintin Smith [11.22.12]
Girl Game Critic, ambivalent about Dyad, meets Boy Game Critic, Dyad fan. What follows is their exchange of letters on the game, probably containing some insight on how people evaluate, understand and interpret games in the context of real life.
Design

How Can Gameplay Allow Players to Get Creative? 30
by Eddy Léja-Six [11.20.12]
How can creativity be brought into games -- is it even possible? Designer Eddy Léja-Six examines the nature of both creativity and games to get to the bottom of the question: which games allow for creativity, and how do they encourage it?
Design

Rebooting Lara: Rhianna Pratchett on Writing for Tomb Raider 40
by Christian Nutt [11.19.12]
What does it take to reimagine Lara Croft -- and beyond that, what will it take to make writing a celebrated, integral part of the game development process? Pratchett, who wrote for Heavenly Sword and Mirror's Edge, discusses.
Design, Interview

When Players Make the Rules: On Memes and the Meta-Game 29
by Nils Pihl [11.15.12]
Are players pushing your game in directions you never intended it to go? In this article, Gamasutra explores how games like StarCraft II and Call of Duty: Modern Warfare encourage good and bad player behaviors.
Design

Postmortem: State of Play's Lume 3
by Luke Whittaker [11.14.12]
What's the process for building a game out of cardboard? In this unusual postmortem, State of Play creative director Luke Whittaker lays bare the paper and glue creative process behind acclaimed indie game Lume.
Business/Marketing, Design, Postmortem, Production, Art, Indie