Postmortem: Insomniac Games' Ratchet & Clank2 by Ted Price[06.13.03]
When Insomniac decided to abandon its successful Spyro franchise in search of new challenges, the road was wide open. After some initial missteps, a new "odd couple," Ratchet and Clank, was born. Since its release, the game has cemented Insomniac's reputation as a top-flight studio.
Neverwinter Nights Client/Server Postmortem1 by Scott Greig,et al[03.06.03] Neverwinter Nights (NWN) was supposed to be the best multiplayer Dungeons and Dragons (D&D) role-playing game (RPG) ever made. Not only were we going to tell a story of our own creation, but we were going to enable others to tell their stories, on their own servers. It sounded pretty cool to us -- then we realized that we had the task of making it! This article addresses the design for user-created content, design limitations imposed by the multiplayer focus of the game, the staffing requirements required to fulfill this vision, developing the game for multiple platforms simultaneously, and reputation systems.
Postmortem, GDC 2003
Postmortem: Games Kitchen's Wireless Pets  by David McQueen[11.25.02]
When The Games Kitchen began Wireless Pets, WAP (Wireless Access Protocol) was as much in its infancy as the company and the publisher was. Wireless Pets was an ambitious title. We'd never done anything that big or complex, we had to expand the company for this title, and DB had to expand their platform to handle it. Heck, we weren't even sure if WAP (or, more accurately, the usually poor implementation of WAP found on the new devices) could handle it. But we did it anyway, and it became the biggest WAP game in Europe, with over 15 million minutes of airtime on 18 operators. The SMS version looks set to repeat that success. This is the story of both WAP and SMS versions.