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![Features](/was/20100322163935im_/http://www.gamasutra.com/images/Features_page_header.gif)
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What Gamers Think About Microtransactions
by Daniel Kromand
[12.03.09]
As game developers grapple with making microtransactions more appealing to Western gamers, Daniel Kromand interviews a group of gamers to gauge the effectiveness -- and ineffectiveness -- of current microtransaction practices.
Business, Game Design
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Postmortem: Twisted Pixel's Splosion Man
by Josh Bear, Frank Wilson
[12.02.09]
Twisted Pixel, the Austin, Tex.-based studio behind The Maw, explains what went right and what went wrong with the fast-paced development of the XBLA game, Splosion Man.
Business, Game Design, Postmortem, Production, Visual Art
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Shattering The Boundaries: Sidhe's Big User Testing Gains
by Gareth Griffiths
[12.01.09]
Gareth Griffiths, user experience expert at Sidhe Interactive, explains how the studio broke down, tested, and rebuilt the brick-breaking genre with the PSN game Shatter.
Game Design, Programming
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Heavy Dreams: Pushing Interactive Narrative
by Brandon Sheffield
[11.30.09]
Quantic Dream's ambitious upcoming PS3 title, Heavy Rain, looks to change the definition of "interactive movie." The studio's co-CEO Guillaume de Fondaumiere explains how he thinks Heavy Rain can show people that games can be truly meaningful.
Game Design, Visual Art, Interview
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Art-Media Innovation: Yudo's iPhone Success, Natal Dreams
by Brandon Sheffield
[11.27.09]
Gamasutra sits down for an in-depth interview with Beatmania co-creator Reo Nagumo and former Q Games exec Reo Yonaga (Lumines) to reveal their new, thus far iPhone-centric developer Yudo, as well as possible plans for console titles and hopes for Microsoft's Natal.
Audio, Business, Game Design, Interview, Mobile Phone
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Postmortem: 8Monkey's Darkest of Days
by Jeff Russell
[11.26.09]
In this in-depth postmortem, developer 8Monkey Labs explains the creation of PC and Xbox 360 time-traveling shooter Darkest Of Days, outlining exactly what went right and wrong in the creation of the ambitious title.
Audio, Game Design, Postmortem, Programming, Production
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No Laughing Matter: Making Humor Work in Games
by Bob Mackey
[11.24.09]
Gamasutra speaks with Overlord's Rhianna Pratchett, Sam and Max's Chuck Jordan, and Leisure Suit Larry's Al Lowe about what needs to be done -- and what isn't being done -- to make games funnier.
Game Design
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The Ways Of A Monster Hunter
by Christian Nutt
[11.23.09]
Monster Hunter Tri producer Ryozo Tsujimoto talks to Gamasutra about bringing an online-centric game to the Wii and making the hit franchise more appealing to the "very sophisticated" Western gamer.
Business, Game Design, Interview
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Upping The Craft: Susan O'Connor On Games Writing
by Christian Nutt
[11.20.09]
Veteran video game writer Susan O'Connor (BioShock, Far Cry 2) believes that there's a lot of room to improve the writing in games, and talks to Gamasutra about narrative ways to engage the player, alongside the philosophy and craft of storytelling.
Game Design, Interview
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