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November 23, 2014
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November 23, 2014
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Features » Social/Online
Rebooting the world's first MMORPG: A Habitat story 2
by Chris Barylick [10.06.14]
Recently, the original creators of the world's first massively multiplayer online role-playing game got together with other game developers to bring a history to the present.
Design, Social/Online, History

Understanding the successful relaunch of Final Fantasy XIV 10
by Christian Nutt [04.18.14]
Producer and director Naoki Yoshida sits down with Gamasutra for an in-depth interview about why he took on his successful quest to reboot a failed MMO into an all-new project.
Business/Marketing, Design, Production, Console/PC, Social/Online

Diversity, communication, and Animal Crossing: New Leaf 1
by Christian Nutt [04.02.14]
Aya Kyogoku, co-director, and Katsuya Eguchi, producer, sit down and discuss the development of Animal Crossing: New Leaf, and how fostering a diverse, communicative team leads to the best results.
Design, Production, Console/PC, Social/Online

What's next for Puzzle & Dragons and GungHo? 16
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Ethical Free-to-Play Game Design (And Why it Matters) 108
by Greg Costikyan [01.10.14]
Ex-Playdom senior designer and game industry veteran Greg Costikyan takes a hard look at free-to-play design and business practices and urges the industry to change them -- as ethical design will increase long-term value.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

With the luster of social games gone, what now? 47
by Leigh Alexander [11.04.13]
Up until a few years ago, the potential of social network games seemed limitless. Now that reality has sunk in, game designers who were once proponents of social games acknowledge that the space may never live up to its potential.
Business/Marketing, Design, Social/Online

When players buy your game before it's done: Expert tips on alpha funding 6
by Mike Rose [07.30.13]
Interested in alpha funding? Find out what you need to know first -- from Dean Hall (DayZ), Chris Simpson (Project Zomboid), and of course Markus "Notch" Persson (Minecraft), among others.
Business/Marketing, Production, Console/PC, Indie, Social/Online, Crowdfunding, Alternative Funding

He Loves Bees: An interview with Xbox's experimental storyteller 3
by Kris Ligman [07.19.13]
Gamasutra sits down with Elan Lee, father of the Alternate Reality Game (including Halo 2's landmark I Love Bees campaign), to discuss his new work with Microsoft and a future beyond the ARG.
Business/Marketing, Design, Interview, Console/PC, Social/Online, Exclusive

The Shame Game: An Interview With Jesse Schell 32
by Brandon Sheffield [07.16.13]
Can free-to-play feel good? Should it be incorporated into every game? Jesse Schell talks about where the model works, where it doesn't, and looks at it in the context of other industries -- and then talks about how he wants to lead us to a game utopia.
Design, Interview, Social/Online

An Inviting Mini-World: How Nintendo Made Animal Crossing 3
by Christian Nutt [06.20.13]
Animal Crossing: New Leaf is selling fast and sucking players in. How does Nintendo make a simple premise so utterly captivating? Nintendo producer Katsuya Eguchi explains in this new interview.
Design, Interview, Console/PC, Social/Online