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April 29, 2016
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April 29, 2016
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Updates » Design
Games as revolutionary acts: Historians talk 1979 Revolution  
by Gamasutra Community [04.29.16]
History Respawned's Bob Whitaker talks with historian Zackery Heern about the choice-driven narrative game 1979 Revolution: Black Friday, which is based on real history.
Console/PC, Indie, Design, Business/Marketing

Applying lessons from Warcraft's world to Overwatch arenas  
by Bryant Francis [04.29.16]
We spoke to Blizzard's Aaron Keller about the design of Overwatch's first-person shooter arenas, and how lessons he learned from designing maps for World of Warcraft still matter today.
Console/PC, Design

Japanese indie dev on designing for NicoNico Video's new game platform  
by Lena LeRay [04.28.16]
The indie dev known as Krobon describes the unique challenges of creating a platformer (Pharaoh Rebirth+) designed to be released episodically on NicoNicoVideo's new game platform.
Indie, Design, Production, Video

Don't Miss: The designers of Thief and Deus Ex talking shop at GDC  
by Staff [04.28.16]
Deus Ex designer Warren Spector and Thief designer Doug Church grill each other on stage at GDC 2002 about their design decisions and how to talk shop without destroying the "magic of game creation."
Console/PC, Programming, Design, Production

Atari cofounder Nolan Bushnell cuts new deal to make mobile games  
by Alex Wawro [04.28.16]
Game industry veteran Nolan Bushnell has made a deal with Dutch game company Spil Games that will see the two working together to design and launch three or more mobile games.
Smartphone/Tablet, Design, Business/Marketing

Life after leaving a game studio, according to narrative designer Chris Avellone 2
by Brandon Sheffield [04.28.16]
Chris Avellone might shower less these days, but he definitely writes more. Here, he discusses his creative life after Obsidian, and the difficulty of working with established franchises.
Console/PC, Design, Production

'There are a lot of ways to chop off a head' - Double Fine's Tim Schafer on humor 3
by Brandon Sheffield [04.28.16]
Tim Schafer discusses the challenges and triumphs of creating games with humor, as he illustrates his storied career.
Console/PC, Indie, Design, Production

Blog: A filthy casual talks Clash Royale 1
by Gamasutra Community [04.28.16]
Love and frustration mingle in the mind of this filthy, filthy casual when it comes to Clash Royale.
Smartphone/Tablet, Design

Upgrading history: How M2 created 3D versions of classic Sega games  
by Heidi Kemps [04.28.16]
How Sega and specialist emulation developer M2 created a new package of classic arcade, Master System, and Genesis titles for that take advantage of the 3DS handheld's three-dimensional screen.
Console/PC, Design, Business/Marketing, History

How Blizzard is building Overwatch out of the ashes of Titan  
by Alex Wawro [04.27.16]
Blizzard's Jeff Kaplan speaks to GameSpot about how the Overwatch team took shape after the fall of Titan, and how modern MOBAs have shaped the design of Blizzard's first FPS.
Console/PC, Social/Online, Design

Minecraft now available on Gear VR, with interesting VR design adjustments  
by Kris Graft [04.27.16]
Minecraft has arrived on Oculus and Samsung’s Gear VR mobile headset, and it’s a fairly interesting take on the nearly five-year-old sandbox crafting game.
VR, Smartphone/Tablet, Design

Video: Tetsuya Mizuguchi takes a postmortem look at the making of Rez  
by Staff [04.27.16]
At GDC 2016, Rez producer and progenitor Tetsuya Mizuguchi takes to the stage to recount the inspirations and influences that drove the landmark game's design.
VR, Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Don't Miss: How Nintendo designs Animal Crossing 3
by Christian Nutt [04.27.16]
In this classic interview, Gamasutra sits down with Nintendo producer Katsuya Eguchi -- also the producer of the Wii Sports series -- to ask him some questions about the design of Animal Crossing,
Console/PC, Design, Production

3 ways to build emotional connections with game design  
by Gamasutra Community [04.27.16]
A survey of three different methods game design offers to build emotional connections with players, taken from How Games Move Us: Emotion By Design by Katherine Isbister.
Console/PC, Smartphone/Tablet, Indie, Design

Applying lessons learned from bad horror games in Dead Secret 4
by Joel Couture [04.27.16]
Chris Pruett's encyclopedic knowledge of horror games fueled the creation of Dead Secret. But, surprisingly, he said that bad horror games taught him a lot more than the masterpieces.
Indie, Design, Production, Video

Design analysis: Tracing a path through a Zelda overworld 5
by Gamasutra Community [04.27.16]
"I want to look at how the world itself channels the player through it. While the world of A Link to the Past is very open and encourages exploration, there are also many roadblocks to keep players out of places they shouldn’t venture."
Console/PC, Design

Don't Miss: A deep dive into the save system of Alien: Isolation 15
by Gary Napper [04.26.16]
In this classic Game Design Deep Dive, Creative Asesmbly's Gary Napper explains how going "old-school" with game saves (they're manual!) created a sorely-needed sense of tension in Alien: Isolation.
Console/PC, Programming, Design

Making protective classes fun in a combat game 2
by Bryant Francis [04.26.16]
"Taric’s update is a good opportunity to examine what makes being a non-combat player in a combat heavy game 'fun,' and why League of Legends benefits from making these characters avoid the ‘healer’ trope."
Console/PC, Social/Online, Design

The pros and cons of collectible card game-based design  
by Gamasutra Community [04.26.16]
"A big part of CCGs is letting the player personalize their experience. The most straightforward approach is having a deck or deck-like system that the player picks and chooses from." It doesn't end there, though.
Console/PC, Smartphone/Tablet, Indie, Design

Blog: The unique monetization hooks of Slotomania 2
by Gamasutra Community [04.26.16]
"So in essence Slotomania creates an IAP that follows the mental model of a ‘Piggy Bank’ in real life. The player sees his efforts = Winnings + Time spent in the game increments the amount of coins the pig holds."
Smartphone/Tablet, Design