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September 2, 2014
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September 2, 2014
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Updates » Design
How the Jagged Alliance 2 developers dealt with '90s gun culture  
by Alex Wawro [08.27.14]
An interesting excerpt from game industry veteran Darius Kazemi's book on Jagged Alliance 2 elucidates how the game drew upon -- and later shied away from -- contemporary gun culture.
Console/PC, Design, Business/Marketing

Enjoyment and self-determination in winning video games  
by Gamasutra Community [08.27.14]
How challenging is too challenging, and how challenging is just right? Researchers work to determine whether players like winning more than they like struggling to win.
Console/PC, Design

Reminder: GDC 2015 call for submissions closes tomorrow!  
by Staff [08.27.14]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2015 Game Developers Conference in San Francisco, CA ends tomorrow (8/28). Don't miss the deadline!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Designing achievements: How good should I be at my own game? 15
by Gamasutra Community [08.27.14]
"As a game maker, I wouldn't feel comfortable releasing a game that I could not beat, but does the same hold true for achievements?"
Console/PC, Indie, Design

All I needed to know (about games) I learned from Dungeons & Dragons 5
by Gamasutra Community [08.27.14]
A lecture from designer and educator Lewis Pulsipher that showcases how Dungeons & Dragons contains the seeds of wisdom for designing games -- and challenges much of today's triple-A conventional wisdom.
Console/PC, Indie, Design

Game Design Deep Dive: Amnesia's 'Sanity Meter' Exclusive 14
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Console/PC, Design, Exclusive

Blog: Quick thoughts on the 'sprint' in Mario, Meat Boy 4
by Gamasutra Community [08.27.14]
"Re-playing these platformer made me realize that platformers are some of the most open gameplay experiences available; rarely are designer-imposed limitations placed on the player."
Console/PC, Indie, Design

Don't Miss: Dirty Game Development Tricks Exclusive 21
by GDMag Staff [08.26.14]
From the archives of Game Developer Magazine come 9 from-the-trenches stories of designers, artists and programmers using unorthodox tricks to circumvent sticky development problems.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Designing and developing a location-based mobile RPG 1
by Gamasutra Community [08.26.14]
"While playing in the car, the game layers real-world data including weather, time of day, and everything you pass on the road -- like streets, schools, buildings, parks, lakes and popular locations -- on top of the fantasy world."
Smartphone/Tablet, Programming, Design

GDC Next adds talks on Shroud of the Avatar, Wooga's 'Hit Filter'  
by GDC Staff [08.26.14]
Shroud of the Avatar developer Starr Long gives crowdsharing advice and Wooga exec Sebastian Kriese reveals how his company's proven "Hit Filter" strategy works at GDC Next 2014 featuring ADC in November.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

Clash of Clans vs. Boom Beach: The hook 10
by Gamasutra Community [08.26.14]
Two Supercell games, but they have very different first time user experiences. This post contrasts what the mega-popular Finnish mobile developer changed when it made its latest game.
Smartphone/Tablet, Design, Business/Marketing

Blog: Gods Will Be Watching and the question of fun 3
by Gamasutra Community [08.26.14]
"Gods Will Be Watching makes a lot of experiments with the form and I am very happy that they did so. Sadly, not all of them paid off."
Console/PC, Indie, Design

Video: Building the AI for Hearthstone 4
by Staff [08.25.14]
The AI postmortem is a perennial high point for GDC's AI Summit, and GDC 2014 was no exception as former Blizzard engineer Brian Schwab took the stage to deliver a thorough, frank presentation on the AI design of Hearthstone.
Console/PC, Smartphone/Tablet, Programming, Design, Video, Vault

Don't Miss: How 80 Days redefines the mobile text adventure Exclusive 1
by Mike Rose [08.25.14]
One mobile game single-handedly changed the way Gamasutra's Mike Rose thinks about text-based adventure games: 80 Days from Inkle Studios, a non-linear tale of Phileas Fogg's famous journey.
Smartphone/Tablet, Design, Production, Business/Marketing, Exclusive

Blog: The perfect game character 15
by Gamasutra Community [08.25.14]
"At one point maybe these alpha males and turbo girls were fulfilling a need, but not any more. The players of games today are as diverse as ever and we must represent, not the minority, but the actuality of players."
Console/PC, Art, Design

This Week in Video Game Criticism: From Ageism to the Downfall of Neopets 9
by Mark Filipowich [08.25.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from the economic downturn of Neopets to ageism in the game industry.
Console/PC, Social/Online, Indie, Design, Business/Marketing

Game feel tips: Speed, gravity, friction 4
by Gamasutra Community [08.25.14]
"If there’s anything in the world that is capable of moving me into instant tears, it's stiff movement in your video game."
Console/PC, Indie, Programming, Design

Why make a game a week?: Learning game development in public Exclusive 6
by Leigh Alexander [08.25.14]
Adriel Wallick has been making a game a week for some 38 weeks, and shares what she's learned in the liberating exercise -- and how a willingness to be vulnerable can help improve one's design practice.
Console/PC, Indie, Programming, Design, Exclusive, GDC Europe

From the Gold Box to a new golden age 15
by Gamasutra Community [08.25.14]
On how the classics pay it forward: "I am taking the elements I think are worthwhile (the gold) from ‘90s era RPGs and bringing it to a modern context."
Console/PC, Indie, Design

RPG balancing wisdom from an Obsidian veteran 3
by Christian Nutt [08.22.14]
How do you tweak an RPG to make it the best experience for players it can be? Obsidian's Josh Sawyer offers a look inside the process.
Console/PC, Design