by Alexander Gianturco [05.19.10]
While most MMOs concentrate on developing linear content, EVE Online follows a systems-based design which allows for sandbox gameplay and player agency -- and this article, from EVE expert player/spymaster 'The Mittani', outlines why he believes its subscriber base continues to rise.
by Christian Nutt [05.03.10]
As one of the biggest names to make the transition into social games with FarmVille developer Zynga, Brian Reynolds (Rise of Nations) is in a unique position to talk about the challenges and opportunities of the switch.
by Chris Remo [04.30.10]
Ben Cousins, former DICE man who spearheaded Battlefield Heroes, talks Lord of Ultima and how these games are part of a new division of EA catered to the free-to-play market -- and why.
by Aki Jarvinen [04.21.10]
Digital Chocolate's lead social designer discusses the complexities of attracting social gamers with little patience -- and still teaching them to play your game both effectively and appealingly.
by Eduardo Baraf [04.15.10]
Blue Fang Games' director of online and mobile games discusses the proper way to evolve a studio used to developing packaged, long-cycle products into one that operates quickly in the Facebook and iPhone arenas.
by Ernest Adams [04.08.10]
Design consultant Ernest Adams examines the psychological tactics used by MMO developers to generate revenue in free to play games -- and questions the ethics of games based on hate, humiliation, and powermongering.
by Brandon Sheffield [04.05.10]
The veteran game creator on the state of design and writing, why social is the most important new frontier in gaming, and how production techniques born in the early days of games can be superior to today's methods.
by Andrew Webster [03.23.10]
Three small Facebook game developers share stories of triumph and cautionary tales about trying to survive in a market quickly becoming dominated by companies like Zynga and Playfish.
by Array [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.
by Chris Remo [02.12.10]
Veteran developer Ragnar Tornquist (The Longest Journey) outlays his plan for The Secret World, an MMO that avoids the epic fantasy cliches of the past in favor of psychological horror and contemporary fantasy -- and no player leveling system.