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April 24, 2014
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Updates » Design
Diversity, communication, and Animal Crossing: New Leaf Exclusive 1
by Christian Nutt [04.02.14]
Aya Kyogoku, co-director, and Katsuya Eguchi, producer, sit down and discuss the development of Animal Crossing: New Leaf, and how fostering a diverse, communicative team leads to the best results.
Console/PC, Design, Production, Exclusive

Blog: 5 reasons players leave your game 5
by Gamasutra Community [04.01.14]
A survey of over 80 games "scored against over 50 criteria. From this we can identify why players leave games before they have the potential to become engaged and loyal players."
Social/Online, Smartphone/Tablet, Design

Blog: Why 'worse' is better for Early Access games 4
by Gamasutra Community [04.01.14]
What's driving the popularity of Early Access games like DayZ and Rust over more polished or complete competition?
Console/PC, Indie, Design, Production, Business/Marketing

Video: Hero Generations interview with creator Scott Brodie  
by Alex Wawro [04.01.14]
Gamasutra speaks to Scott Brodie about Hero Generations, the procedurally-generated roguelike about fame, fortune and the importance of family that he's trying to revive through Kickstarter.
Console/PC, Indie, Design, Video

Can you avoid getting cloned? 19
by Gamasutra Community [04.01.14]
If your game focuses on a simple mechanic, like Threes, it can easily be cloned -- but there are ways to protect your design. This blog post dives into the issue.
Smartphone/Tablet, Design

A house divided: Siblings compete in public game dev contest 2
by Alex Wawro [03.31.14]
Chris and Ryan Campbell are brothers, coders and aspiring indie game developers. To stay motivated during development they've started a public sibling rivalry -- The One Year Game Dev Duel.
Console/PC, Indie, Design, Production, Business/Marketing

Square Enix president admits that company 'lost focus' 11
by Alex Wawro [03.31.14]
In a recent interview with Nikkei Weekly, Square Enix chief Yosuke Matsuda admitted that games developed for 'mass appeal' underperformed, while 'niche' games like the JRPG Bravely Default flourished.
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Blog: A Chaos interview with Julian Gollop  
by Gamasutra Community [03.31.14]
A conversation with Julian Gollop (the original X-Com) about Chaos Reborn, his latest project, and how he came to create it.
Console/PC, Indie, Design

Blog: Getting creative when porting from PC to touch  
by Gamasutra Community [03.31.14]
There's a big difference between using a mouse for an interface, and a finger on a phone -- and when your game requires direct manipulation of in-game objects, that's a pretty big leap.
Console/PC, Smartphone/Tablet, Art, Design, Production

Video blog: Deconstructing free-to-play 4
by Gamasutra Community [03.31.14]
"A deep analysis of the dynamics of some of the most popular F2P games, especially with regards to learning, engagement, and psychological effects."
Social/Online, Smartphone/Tablet, Design, Business/Marketing

Blog: 3 rules for freemium game devs 12
by Gamasutra Community [03.31.14]
"While a lot of people simply hate the growing presence of microtransactions, I'm trying to dissect this new tool and just started a new quest for understanding and taming the beast."
Social/Online, Smartphone/Tablet, Design, Business/Marketing

Threes, clones and cornflakes: A view on 'casual games' Exclusive 46
by Leigh Alexander [03.31.14]
What can we learn from the Threes furore? Leigh Alexander takes the temperature on "casual games" business as usual, the value of brand names, and talks to 2048's 19-year old creator.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Exclusive

Q&A: Modern Zombie Taxi Driver, the VR game that stormed BitSummit Exclusive 1
by Kris Ligman [03.28.14]
Gamasutra reaches out to Modern Zombie Taxi Driver developer Vitei Backroom to learn a bit about the process of developing a fun, fanciful slapstick comedy game for the Oculus Rift.
Indie, Design, Exclusive, VR

Romero awarded Fulbright fellowship for Irish industry work Exclusive 2
by Leigh Alexander [03.28.14]
Brenda Romero has been awarded a Fulbright fellowship to help develop Ireland's game industry -- a project of deep personal value. She may also be the first game dev to receive the prestigious grant.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Design, Exclusive

Get a job: Raven Software is hiring a Lead Designer  
by Staff [03.28.14]
Raven Software is seeking an experienced lead designer from the AAA FPS market to work on its next project alongside the team in its Madison, WI studio.
Console/PC, Design, Recruitment

Game-designing your wedding (at GDC) 3
by Gamasutra Community [03.28.14]
"What we wanted to do was create an amazing experience for the guests, to show them who we are and include them more directly in the event."
Console/PC, Social/Online, Smartphone/Tablet, Design

Can free-to-play have pay-to-progress without paywalls? 34
by Gamasutra Community [03.28.14]
"I donít like the idea of a paywall... I want to make a game that the majority of people can play to completion without paying a cent."
Smartphone/Tablet, Design, Business/Marketing

Blog: How to design great point-and-click adventure game puzzles 12
by Dan Marshall [03.28.14]
Sit back, relax, and let idiot game designer Dan Marshall talk you through his special recipe for making Point n' Click Adventure Game puzzles.
Console/PC, Indie, Design

The inspirational stories behind This War of Mine Exclusive 5
by Mike Rose [03.28.14]
When the teaser trailer for This War of Mine stormed the internet, it aimed to show the other side of war in games. 11 Bit's Pawel Miechowski discusses his inspiration with Gamasutra.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, Video, GDC

Blog: Fast prototyping and iteration in Goat Simulator 7
by Gamasutra Community [03.28.14]
"Initially, Goat Simulator was a way for us to play around in Unreal Engine 3... Luckily, both getting a working prototype up, and finishing the game went extremely fast due to the tools we used."
Console/PC, Indie, Programming, Design, Production