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The Art of Balance: Pokémon's Masuda on Complexity and Simplicity
by Christian Nutt
[04.03.09]
In a rare interview, Gamasutra talks to the key directors behind the 186 million unit-selling Pokemon series, talking about balancing and developing the massively popular Nintendo-backed series.
Game Design
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Persuasive Games: Familiarity, Habituation, and Catchiness
by Ian Bogost
[04.02.09]
In his latest 'Persuasive Games' column, author and game designer Ian Bogost looks at why we should repeal Bushnell's Law and move from 'addiction' to 'catchiness' in our framing of video games.
Game Design
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Unlocking Achievements: Rewarding Skill With Player Incentives
by Mary Jane Irwin
[04.01.09]
Where did in-game achievement mania come from? Gamasutra talks to Naughty Dog, Infinity Ward, EA, Turn 10 and more to find what works, and what doesn't in the world of player achievements.
Game Design
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Making Games Art: The Designers' Manifesto
by John Sharp, David Fox
[03.31.09]
In a likely to be controversial manifesto, the veteran developers that cluster around the Project Horseshoe mini-conference have produced a list of problems -- and solutions -- for video games' continuing strides towards the pantheon of great art.
Game Design
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2009 GDC Coverage
by Gamasutra
[03.21.09]
All this week, Gamasutra staff will be bringing you the latest news, lecture and keynote reports and interviews from Game Developers Conference 2009 in San Francisco.
Game Design
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Game Writing From The Inside Out
by Marianne Krawczyk, Susan O'Connor
[03.18.09]
In a Gamasutra-exclusive analysis, Krawczyk and O'Connor, writers for the God Of War series and Far Cry 2/Gears Of War respectively, discuss how writers and designers can collaborate smoothly and successfully.
Game Design
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The Silent Revolution Of Playtests, Part 1
by Pascal Luban
[03.17.09]
Starting a new series, former Ubisoft designer Luban looks at why regular and detailed playtests are vital to center a game's development around the player.
Game Design
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LittleBigGalaxy? Alex Evans On What's Next For Media Molecule
by Brandon Sheffield
[03.13.09]
LittleBigPlanet co-creator Alex Evans has a multitude of fascinating opinions on development, game criticism, and where his company is going next, all showcased in this in-depth Gamasutra interview.
Game Design, Interview
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Gameplay Fundamentals: The Identity Crisis in the Racing Genre
by Mike Lopez
[03.11.09]
In this design article, veteran EA, Radical and THQ designer Mike Lopez looks at the make-up of the racing game genre, asking what factors truly differentiate one title from another, and how we can communicate them effectively to players.
Game Design
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