| |
|
Free To Play Games, Meet The Virtual IOU
by Paul Hyman
[03.16.10]
An examination of the introduction of Kwedit, a kid-centric service to allow gamers to promise to pay for virtual items and then deliver on it later may be the start of an important way to boost free-to-play revenues... or a mere blip.
Business, Game Design
|
|
| |
|
NPD: Behind the Numbers, February 2010
by Matt Matthews
[03.15.10]
In Gamasutra's latest analysis of U.S. console game retail trends, Matt Matthews examines why industry growth may finally kick in during March, while also examining music game sales and intriguing hardware trends for February 2010.
Business
|
| |
|
Your (Brief) Guide To GDC 2010
by Gamasutra Staff
[03.07.10]
Planning to attend this week's conference or follow the coverage on Gamasutra? We here present a relatively succinct guide to a conference jam-packed with fascinating and diverse talks, including guides to many promising sessions from top-notch international speakers.
Game Design
|
| |
|
Battlefield Logistics: A Bad Company 2 Interview
by Chris Remo
[03.05.10]
EA DICE's console-targeted shooter makes its second foray into the market this week, and here senior producer Patrick Bach discusses the series' and the gaming audience's evolution -- and how that touches the game's design.
Business, Game Design, Interview
|
| |
|
The State of Agile in the Game Industry
by Clinton Keith
[03.04.10]
Certified Scrum trainer and veteran developer Clinton Keith takes a look at the state of agile acceptance at gane studios, using survey data to identify common stumbling blocks, and presents here comments from developers on the process at their companies.
Business, Game Design
|
| |
|
Persuasive Games: Shell Games
by Ian Bogost
[03.03.10]
Just what will the achievementization of the world mean? Author and game designer Ian Bogost ponders Jesse Schell's DICE talk and blends his interpretation with research. Will it work... and, more importantly, is it good?
Game Design
|
| |
|
The State of the Nordic Development Scene
by Andrew Hayward
[03.02.10]
We speak with Nordic developers about the current state of the region's game development scene, focusing on the struggles and strengths of a region known for top-notch games and business challenges.
Business, Game Design
|
| |
|
Careful, Capcom: Christian Svensson Speaks
by Brandon Sheffield
[03.01.10]
Capcom's U.S. VP speaks candidly about the company's plans, its development strengths, business realities, and recent comments made by its Japanese management that the U.S. will no longer be a force for IP generation.
Business, Interview
|
| |
|
On Changing The Shape Of Interaction
by Chris Remo
[02.26.10]
Narrative designer Patrick Redding (Splinter Cell Conviction, Far Cry 2) discusses the techniques employed to create more complex and satisfying character interaction -- including an examination of Conviction's co-op mode, which he directed.
Game Design, Interview
|
| |