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September 26, 2018
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Features » Social/Online
A Path To Western Online Games Success In Asia 3
by Tim Allison [06.24.08]
How do you take a Western MMO and bring it to the Asian market? Consultant Tim Allison, who works on titles such as Pirates Of The Burning Sea for Asia, looks at some of the positives and pitfalls of making your game work for the East.
Business/Marketing, PC, Console/PC, Mobile Console, North America, Europe & Russia, Asia & India, Social/Online

MMOG Business Models: Cancel That Subscription! 27
by Array [06.05.08]
The online game market has a battle raging between subscription-based and alternative microtransaction-related business models - Gamasutra examines the matchup with SOE's John Smedley, Three Rings' Daniel James and EA Mythic's Mark Jacobs.
Business/Marketing, Design, PC, North America, Social/Online

An Achievement-Centered Online CCG? Designing Kongai 6
by David Sirlin [05.23.08]
In this in-depth design article, game designer and balancer (Street Fighter II HD Remix) David Sirlin explains his methodology in designing intriguing achievement-based 'metagame' CCG Kongai for Flash game site Kongregate.
Design, Social/Online

MMO Class Design: Up With Hybrids! An Economic Argument 39
by John Hopson [04.18.08]
Designing fulfilling classes in MMOs is difficult -- creating compelling hybrid classes, particularly so. Here, Microsoft Game Studios' John Hopson proposes a new way of looking at character design: an economic model.
Design, PC, Social/Online

Understanding Free-To-Play: Nexon's Min Kim Speaks Out  
by Brandon Sheffield [04.11.08]
Nexon's free-to-play online game MapleStory has 72+ million users and makes $16 million per month worldwide via microtransactions - but why does it work? Nexon's U.S. director Min Kim talks to Gamasutra.
Business/Marketing, Design, Interview, PC, Console/PC, Mobile Console, North America, Asia & India, Social/Online