Understanding Challenge12 by Chad Kilgore[01.08.13]
What is challenge? Day 1 Studios (F.E.A.R. 3) technical designer and Iowa State University instructor Chad Kilgore examines the types of challenge that games present to players, putting them into a usable framework.
The Surprising Design of Crusader Kings II8 by Rowan Kaiser[01.06.13]
Though Paradox has been delivering niche strategy game sfor years, its latest has been a surprise hit, thanks to its design -- allowing for emerging scenarios based on the opinions of the characters in the game. Gamasutra speaks to project lead Henrik Fåhraeus to find out more.
The 50 Games That Defined 20124 by Gamasutra staff[12.26.12]
This isn't a list of awesome games from 2012, but instead, it's a list -- containing not-so-great games, games that didn't release, or even will never appear -- of games that are representative of a trend or interesting story that captured the zeitgeist of 2012, and they all say something about what happened this year.
What Magic: The Gathering Can Teach Us33 by Will Luton[12.17.12]
In the midst of the collectible card game craze taking over the social space in the success of Cygames' Rage of Bahamut, Will Luton examines the original collectible card game, Magic the Gathering, and the important lessons it has for today's video game designers.