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March 23, 2018
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Updates » Console/PC
25 years on, devs reflect on the influence and impact of Star Fox
by Jon Irwin [03.23.18]
An original Star Fox programmer (who also coded the stretchy Mario 64 face) joins other devs influenced by his work to talk about the development and enduring legacy of Nintendo's first Super FX game.
Console/PC, Design, Production, History

SteamSpy creator says 2017 was Valve's most profitable year yet  
by Simon Parkin [03.22.18]
2017 was Steam’s most profitable year yet, claims Sergey Galyonkin and the creator of SteamSpy, a website that, since 2015, has provided estimates on the number of game sales on the titular digital game store.
Console/PC, Indie, Business/Marketing, GDC

How Capcom designed Monster Hunter: World to feel approachable and alive  
by Alex Wawro [03.22.18]
"This is how we were able to realize Monster Hunter: World’s most ambitious change," said game director Yuya Tokuda at GDC 2018 today. "To make it possible to use the environment.”
Console/PC, Design, GDC

How (and why) you should better represent Muslims in your games 3
by Alex Wawro [03.22.18]
“Muslims have a public image problem. And it’s sometimes dangerous to be Muslim,” game designer Osama Dorias said at GDC today. “So we need help addressing the public image problem.”
Console/PC, Smartphone/Tablet, Indie, Design, GDC

Gran Turismo Sport ad misrepresented offline content, rules UK ad authority  
by Alissa McAloon [03.22.18]
The UK Advertising Standards Authority has upheld a complaint against Sony that argued an ad for Gran Turismo Sport misled players about in-game content that was inaccessible offline.
Console/PC, Social/Online, Business/Marketing

Laralyn McWilliams on rediscovering creativity following trauma 1
by Simon Parkin [03.22.18]
“When you are in times of distress you feel lost and broken, because you can’t set aside fear and anger," she said. "And if you feel broken your creative work is broken.”
Console/PC, Indie, Serious, Production, GDC

Ubisoft opens two new studios in India and Ukraine  
by Alex Wawro [03.22.18]
The company adds another two beads to its global chain of offices: new studio ins Mumbai and Odesa. Each will be hiring game devs and working alongside Ubisoft's extant studios in the regions.
Console/PC, Business/Marketing, GDC

Tencent pleased with 'strong growth' of mobile and PC games  
by Chris Kerr [03.22.18]
Revenues and profits are up at Tencent, thanks in part to the performance of the company's PC and smartphone game portfolio.
Console/PC, Smartphone/Tablet, Business/Marketing

Dead by Daylight developer to acquire publishing rights from Starbreeze  
by Chris Kerr [03.22.18]
Behaviour Interactive will shell out $16 million to acquire the publishing rights to the popular survival horror title, which has sold over 3 million copies since launching in 2016.
Console/PC, Business/Marketing

The making of Dark Castle: An excerpt from The Secret History of Mac Gaming 2
by Richard Moss [03.22.18]
Gamasutra contributor Richard Moss tells the story of how seminal Mac game Dark Castle was made (including how the devs basically invented voice acting) in this chapter from his new book.
Console/PC, Business/Marketing, History, Video

Breath of the Wild takes top prize at the 2018 Game Developers Choice Awards!  
by Staff [03.22.18]
Other big winners tonight include Gorogoa, What Remains of Edith Finch, Horizon Zero Dawn, and Ambassador and Lifetime Achievement honorees Rami Ismail and Tim Schafer, respectively.
Console/PC, GDC

Fortnite's unconventional launch 1
by Simon Parkin [03.21.18]
Head of publishing at Epic Games Ed Zobrist discusses Fortnite's unconventional beginnings.
Console/PC, Production, Business/Marketing, GDC

Sonic the Hedgehog's origin story, according to the devs who made him 1
by Alex Wawro [03.21.18]
At GDC today original Sonic devs Naoto Oshima and Hirokazu Yasuhara talked about how they designed the game's iconic main character and its many twisting, turning levels.
Console/PC, Art, Design, History, GDC

How Mario Kart influenced Nintendo's fighting game, ARMS  
by Simon Parkin [03.21.18]
While there may appear to be few surface-level similarities between the games, lessons learned from Nintendo’s long-running racing game series informed many aspects of its new fighting game IP.
Console/PC, Design, GDC

How Platinum designed and tuned Nier: Automata to 'feel' good  
by Alex Wawro [03.21.18]
Game director Yoko Taro talks about how the game's multi-layered narrative was designed, while game designer Takahisa Taura digs into the nuts and bolts of how it was tuned to 'feel' good.
Console/PC, Design, GDC

There is no right way to be queen in Reigns: Her Majesty 1
by Emma Kidwell [03.21.18]
Narrative designer and writer Leigh Alexander discusses the narrative design of Reigns: Her Majesty.
Console/PC, Smartphone/Tablet, Design, Production, GDC

As Fortnite rises, Epic champions community & cross-platform tech  
by Alex Wawro [03.21.18]
The current phenomena driving games and driving players -- it's Twitch, it's YouTube, it's these influencers, right," Epic chief Tim Sweeney tells Gamasutra. "They'll bring you the users."
Console/PC, Smartphone/Tablet, Business/Marketing, GDC

Nintendo working to improve discoverability of Switch titles on eShop  
by Chris Kerr [03.21.18]
Nintendo is aware of the discoverability and visibility issues facing Switch games on the eShop, and is actively working on solutions. 
Console/PC, Business/Marketing, GDC

Arma III developer raises over $170K for International Committee of the Red Cross  
by Chris Kerr [03.21.18]
The studio gave the humanitarian organization half of the revenue from its Arma III Laws of War add-on, which explores a different side of war by focusing on non-combat scenarios.
Console/PC, Business/Marketing

Military-themed video games can promote a damaging vision of real war 6
by Simon Parkin [03.20.18]
“We need less killing and more war,” argued writer and veteran Andrew Barron. “Combat is dangerous and game mechanics should reflect this.”
Console/PC, Design, GDC