The Designer's Notebook: Bad Game Designer, No Twinkie! XIII
by Ernest Adams
Hostess might be bankrupt, but the denial of Twinkies continues! In the 13th annual installment of The Designer's Notebook's popular column, Ernest Adams tackles more reader-submitted design decisions that mystify and dissatisfy players.
The Case for Casual Biometrics
by Stefano Gualeni
Plenty of triple-A productions use biometric testing of players -- but can it work for casual games, too? Developer Stefano Gualeni writes here about how he and his team tested iOS puzzle game Gua-Le-Ni using a simple lab setup.
Design, Indie, Smartphone/Tablet
Is It Too Late for Smaller Developers on Facebook?
by Jay Aird
If you plan to develop a Facebook game, what genre should you strike out in? This analysis takes a look at where the growth opportunities are for a small developer who doesn't have the cross-marketing reach of a Zynga.
What Magic: The Gathering Can Teach Us
by Will Luton
In the midst of the collectible card game craze taking over the social space in the success of Cygames' Rage of Bahamut, Will Luton examines the original collectible card game, Magic the Gathering, and the important lessons it has for today's video game designers.
The Burning of Star Wars: The Old Republic
by Simon Ludgate
In its quest to quickly push out a free-to-play model for its flagship MMO, has BioWare burned all players -- both subscribers and the new free crowd? MMO consultant Simon Ludgate takes a look at what the developer has really wrought with its adaptation of the game.
Art of War: Animating Realistic Sword Combat
by John Clements, Eben Bradstreet
This article -- a compilation of two viewpoints on adding authentic sword combat to games -- originally appeared in the December issue of Game Developer magazine -- and explores the idea of using real Medieval techniques as taught by a trained sword master.
Designing Freemium Titles for Hardcore Gamers
by Pascal Luban
How do you get hardcore gamers interested in your free-to-play game? What is the perfect tension between compelling gameplay and frustration? Designer Pascal Luban explores the lessons he learned since moving to freemium.
Nintendo Power: Remembering America's Longest-Lasting Game Magazine
by Frank Cifaldi
Nintendo Power founding editors Gail Tilden and Howard Phillips share their memories of launching -- for better or worse -- one of the most influential periodicals for those of a certain generation.
What You Need to Know About Breaking into the Arab Market
by Eric Caoili
Can your game be a hit in the Middle East? Gamasutra speaks to experts to gain a better understanding of just what it takes to launch in the region -- and how to sidestep the easy-to-make mistakes that come with global expansion.
Supercell's Secret Sauce
by Mike Rose
In 2012, Helsinki's Supercell went from unknown entity to one of the hottest developers on the planet. How did the studio make major hits Clash of Clans and Hay Day? Gamasutra visits, and talks to CEO Ilkka Paananen.