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Features » 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

The Making of Warcraft's Multiplayer 7
by Patrick Wyatt [11.12.12]
In the continuing saga of the development of the game that made Blizzard's name, Patrick Wyatt discusses the first-ever online multiplayer match of the RTS, as well as explaining exactly how the developer finally got the funds to pursue the game that would make its name.
Design, Social/Online

Game Developer Magazine's Power 50 2
by Gamasutra staff [11.10.12]
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
Audio, Business/Marketing, Design, Art

Postmortem: Sony Bend Studio's Uncharted: Golden Abyss 8
by John Garvin, Jeff Ross, Francois Gilbert, Chris Reese [11.08.12]
In this incredibly detailed postmortem, Sony Bend dives deeply into the the development of Uncharted: Golden Abyss for the PlayStation Vita, explaining precisely what roadblocks held back the system's premier launch title.
Design, Postmortem, Production

The Tip of the Iceberg: Storytelling and Reactive Design in Canabalt and Capsule 5
by James Dilks [11.05.12]
Adam Saltsman found instant success and helped reinvent the endless runner genre with Canabalt in 2009. Here, he discusses his inspirations, his approach to development and narrative, and his desire to create an "uncomfortable" game.
Design, Interview