by Kris Graft [11.05.10]
Blizzard's Greg Canessa explains his company's vision for Battle.net, the pitfalls that the company encountered while building it, and the challenges unique to such a complex endeavor.
by Aki Jarvinen [10.19.10]
Where does the "social" fit in social games? Digital Chocolate lead social designer Aki Järvinen examines social concepts and social mechanics to explain what types of interactions these games embrace and eschew.
by Array [10.12.10]
Three social game developers with backgrounds in traditional development take on common criticisms of the space, sharing examples of how their corner of the internet is rapidly growing in complexity and nuance.
by Brandon Sheffield [09.27.10]
In this in-depth interview, Ryan Seabury, creative director of LEGO Universe takes Gamasutra behind the scenes for a look at the surprisingly complex challenges of bringing the toy-license MMO online.
by Tony Ventrice [09.21.10]
Veteran mobile and casual game developer Tony Ventrice, currently at social game firm Playdom, examines the difference between hardcore and casual play mechanics -- and dispels commonly-held myths about which are which.
by Kris Graft [08.27.10]
Cryptic Studios COO and co-founder Jack Emmert candidly puts Star Trek Online and Champions Online into perspective and discusses creative decisions on the upcoming Neverwinter.
by Christian Nutt [08.19.10]
NCsoft and Paragon Studios' City of Heroes continues to attract a healthy audience, and has just launched its biggest expansion in years -- Gamasutra gets details from the team.
by Array [08.10.10]
What's the right platform strategy for social games? Zynga, Ngmoco and Evony debate whether mobile, social networking, and dedicated websites are the right moves -- and each has its own answer to the question.
by Kjartan Emilsson, CCP Team [08.09.10]
In this technical piece, the team behind idiosyncratic MMO success EVE Online discusses precisely why sharing a single world between all of its players makes sense.
by Array [06.08.10]
These days, it's not just about generalized farming -- you can run your own vineyard on Facebook, too. What's the pull of that kind of targeted theme -- unthinkable in recent years for games? Gamasutra investigates.