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September 28, 2021
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Features » Social/Online
Building 10
by Kris Graft [11.05.10]
Blizzard's Greg Canessa explains his company's vision for, the pitfalls that the company encountered while building it, and the challenges unique to such a complex endeavor.
Business/Marketing, Design, Interview, Social/Online

The State of Social in Social Games 19
by Aki Jarvinen [10.19.10]
Where does the "social" fit in social games? Digital Chocolate lead social designer Aki Järvinen examines social concepts and social mechanics to explain what types of interactions these games embrace and eschew.
Business/Marketing, Design, Social/Online

Facebook Games Level Up 17
by Array [10.12.10]
Three social game developers with backgrounds in traditional development take on common criticisms of the space, sharing examples of how their corner of the internet is rapidly growing in complexity and nuance.
Design, Interview, Social/Online

The Realities Of A LEGO MMO 5
by Brandon Sheffield [09.27.10]
In this in-depth interview, Ryan Seabury, creative director of LEGO Universe takes Gamasutra behind the scenes for a look at the surprisingly complex challenges of bringing the toy-license MMO online.
Business/Marketing, Design, Interview, Social/Online

Evolving the Social Game: Finding Casual by Defining Hardcore 37
by Tony Ventrice [09.21.10]
Veteran mobile and casual game developer Tony Ventrice, currently at social game firm Playdom, examines the difference between hardcore and casual play mechanics -- and dispels commonly-held myths about which are which.
Business/Marketing, Design, Social/Online

Not So Cryptic: Neverwinter And A Studio Reboot 9
by Kris Graft [08.27.10]
Cryptic Studios COO and co-founder Jack Emmert candidly puts Star Trek Online and Champions Online into perspective and discusses creative decisions on the upcoming Neverwinter.
Business/Marketing, Design, Interview, Social/Online

City of Heroes: Secrets To Six Years Of Success  
by Christian Nutt [08.19.10]
NCsoft and Paragon Studios' City of Heroes continues to attract a healthy audience, and has just launched its biggest expansion in years -- Gamasutra gets details from the team.
Business/Marketing, Design, Interview, Social/Online

Where'd Your Social Games Go? 6
by Array [08.10.10]
What's the right platform strategy for social games? Zynga, Ngmoco and Evony debate whether mobile, social networking, and dedicated websites are the right moves -- and each has its own answer to the question.
Business/Marketing, Design, Social/Online

Infinite Space: An Argument for Single-Sharded Architecture in MMOs 23
by Kjartan Emilsson, CCP Team [08.09.10]
In this technical piece, the team behind idiosyncratic MMO success EVE Online discusses precisely why sharing a single world between all of its players makes sense.
Design, Programming, Social/Online

Targeted Focus, Broad Audience? 3
by Array [06.08.10]
These days, it's not just about generalized farming -- you can run your own vineyard on Facebook, too. What's the pull of that kind of targeted theme -- unthinkable in recent years for games? Gamasutra investigates.
Business/Marketing, Interview, Social/Online