The design known as "Kaizo" has existed on the internet for years, and we're going to take a look at how modders are making some of the hardest games imaginable.
An exploration of a new design pattern in games, removing abstraction to encourage better player behavior.
Phigames are attempting to turn Metroidvania style gameplay on its head with their recently announced game Recompile. The game is planning to deliver multiple critical paths and dynamic narrative systems, elements not typically seen in this genre.
I organized a launch party for my small indie/student game. We had a total of 70 people show up and had a really cool raffle. This is my "postmortem" of my experience.
On Monday, March 4 2019, the United States Supreme Court resolved a long-standing circuit split regarding when a party can sue for copyright infringement.
Now that we have a macro view of the gaming industry and insights on how game developers are evolving, I want to focus on the rest of the gaming ecosystem. This is a whole new industry that is driven by esports.
What makes a good RPG? It's a simple question, but not one with a straightforward answer. Having designed several roleplaying games, I tackle the issue by diving the design into four distinct axes.
Here's a discussion about the awkward appropriation that comes with being a (relatively) abled accessibility advocate reviewing games for their accessibility.
One year after its PC release, Ghost of a Tale is scurrying to PS4 and Xbox One.
From early drafts to last-minute font issues, through developing custom tools, Lionel Gallat and Paul Gardner tell you everything about their localization process.
Incentives are one of the driving forces that shape human behavior in all areas. Whether it be business, government, or game design, learning to use incentives properly can be vitally important, and using them wrong can have disastrous consequences.