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Updates » Social/Online
Video: Game Design Challenge determines humanity's last game  
by GDC Vault Staff [04.29.13]
Game Design Challenge winners from the past 10 years gathered at GDC 2013 to share their designs for the last game that humanity will ever play; only one walked away grand champion, by audience vote.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video

Blog: The failures of Guild Wars 2's player economy 25
by Gamasutra Community [04.29.13]
Monetization consultant Ramin Shokrizade is back with an in-depth look at the popular MMO's economy -- and he doesn't like what he sees.
Console/PC, Social/Online, Design, Business/Marketing

November's GDC Next, App Developers Conference open for talk submissions  
by Staff [04.29.13]
The brand new future-focused GDC Next show in L.A. is calling for talk submissions through May 29th, alongside the co-located, non-game focused App Developers Conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Q&A: Documentary aims to shed light on ugly side of video games 13
by Kris Ligman [04.29.13]
Shannon Sun-Higginson isn't deeply ingrained in any aspect of video game culture. So when she found out about gender inequality and the outright sexual harassment that takes place, she was shocked.
Social/Online, Indie

Postmortem 4-in-1: FTL, Dyad, Dragon Fantasy, War Commander 5
by Staff [04.29.13]
Four postmortems to help you stay current on every potential platform out there. Find out what went right and what went wrong in development of these noteworthy games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Unity is your CTO, says CEO David Helgason 1
by Gamasutra Community [04.29.13]
One of Gamasutra's bloggers takes on the Unity CEO, getting a bead on what he thinks the company's role is, and what for its relationship with developers should take.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Production, Business/Marketing

How can games contain and convey values? Exclusive 24
by Leigh Alexander [04.26.13]
Mary Flanagan (Critical Play) shares examples of her increasingly-analog work and its associated research to show that games can carry biases -- or they can teach about the dissolution of prejudice.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Design, Production, Exclusive

Video: Fixing toxic online behavior in League of Legends 12
by GDC Vault Staff [04.26.13]
Toxic player behavior exhibited during online gaming sessions can be improved several ways, Riot Games' Jeffery Lin reveals in this analysis of experiments conducted in League of Legends.
Console/PC, Social/Online, Programming, Design, Production, Video

The psychology of money: Why players pay (or don't) 15
by Gamasutra Community [04.26.13]
How does the human brain handle money? Understand that and you should have a better chance of understanding what players will pay for. This blog post spells it all out.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

Catch up on Zynga's state of affairs with these analyst takeaways  
by Kris Graft [04.25.13]
Zynga shed plenty of users in the first quarter, and shut down some major Facebook games, but analysts haven't completely given up on the company yet.
Social/Online, Business/Marketing

Vital metrics for tracking freemium users  
by Gamasutra Community [04.25.13]
Installs look great, but they don't tell you anything useful, argues smartphone developer Bjorn Fant. He shares the crucial stats his studio tracks, and how it interprets that data.
Social/Online, Smartphone/Tablet, Business/Marketing

UK game development needs more women 4
by Kris Ligman [04.25.13]
"Only 6 percent of those who work in [Information and Communication Technology] in the UK games industry are women." Labour MP Chi Onwurah calls on UK Parliament to address the gender disparity.
Console/PC, Social/Online, Business/Marketing, Recruitment

Nintendo's annual digital sales: $165 million 5
by Matt Matthews [04.24.13]
Buried in Nintendo's fiscal year results today, the company reported a single pair of sales numbers that were easy to overlook, but important when painting a picture of its digital strategy.
Console/PC, Social/Online, Business/Marketing

Zynga shedding players, plans to shut down The Ville 4
by Kris Graft [04.24.13]
UPDATED Social games giant Zynga's quarterly profits were $4.1 million, thanks to strong performance of FarmVille 2, but the company is shedding players, paying and otherwise.
Social/Online, Business/Marketing

How to gather and best use player feedback 1
by Christian Nutt [04.24.13]
Getting player feedback is easy, but how do you gather useful data and then interpret it? Here's a guide to creating a player survey and interpreting the results.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

IGF China seeking pan-Pacific indie game submissions for 2013 event  
by GDC Staff [04.24.13]
The Independent Games Festival China – which will take place alongside this September's GDC China in Shanghai – is accepting indie game entries from the pan-Pacific area from now through July 19.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design

Hard work paid off in Dreamfall Chapters' $1.5 million Kickstarter 3
by Brandon Sheffield [04.24.13]
Make no mistake, running a Kickstarter is a full-time job that shouldn't be taken lightly. Designer Ragnar Tornquist explains how Dreamfall Chapters made it past $1.5 million in pledges.
Social/Online, Design

Unity drops Flash support, says Adobe is not firmly committed 116
by Mike Rose [04.24.13]
The popular game development platform Unity will no longer invest in Adobe's Flash, as the company says that it does not believe that the future is certain for Flash.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Effectively managing player rewards  
by Gamasutra Community [04.23.13]
There's a way to reward players to make them fulfilled and keep them coming back -- and this post details what you need to keep in mind, including not rewarding them too much.
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing

How one charity is using games to bring bicycles to those in need  
by Leigh Alexander [04.23.13]
After some tough lessons in being a new publisher, Global Gaming Initiative has regrouped with a unique proposition to fund games whose proceeds will tangibly benefit real-world charities.
Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Design, Production