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Updated: 15 hours 26 min ago

Improving Chess with Super X Chess - by Miika Pihkala

27 November 2018 - 11:06pm
You'll find answers to questions such as: How chess is in trouble? How Super X Chess improves chess? Why life is like a game of chess?
Categories: Game Theory & Design

An indie's guide to merchandise: part one! - by Lottie Bevan

27 November 2018 - 7:22am
A three-part deep-dive into Weather Factory's merchandise experience: how we set up the shop, what the numbers were in Month 1, and some pitfalls to watch out for when doing it yourself.
Categories: Game Theory & Design

Board Games and Social Isolation - by Michael Heron

27 November 2018 - 7:07am
Board games have a powerful role they can play in alleviating social isolation. They're social experiences that are non-stigmatic, and in this post I discuss how that can be a valuable and powerful combination that could very well save lives.
Categories: Game Theory & Design

Exposing the Lore Dumps - by Evgeni Puzankov

27 November 2018 - 7:06am
Some tools and tricks to deliver and sneak information in your story. Smart exposition if you will. It's a wall of text about exposition.
Categories: Game Theory & Design

How To Grow Your Games Community - by Antonio Torres

27 November 2018 - 7:05am
This article details steps you can take to grow your game's community
Categories: Game Theory & Design

Beyond Riot Games: The Problem of Discrimination Against Women in Video Games - by Caleb Compton

27 November 2018 - 7:04am
For decades, harmful or false ideas surrounding gender and video games have made it difficult for women to break into this industry. Riot games is one recent example, but this problem goes beyond them. This article looks at why, and how we can help.
Categories: Game Theory & Design

What's in a Score? - by Rasmus Rasmussen

27 November 2018 - 1:17am
Points and scoring in games can and should be more than just adding up numbers. Here is a breakdown of how points are scored in the upcoming newspaper sim, Above the Fold.
Categories: Game Theory & Design

Ocarina of Time 20th Anniversary Retrospective - by moses vandenberg

27 November 2018 - 1:16am
21.11.2018 marked the 20th anniversary of The Legend of Zelda: Ocarina of Time. So, I've decided to celebrate this special anniversary by writing a retrospective for the game that made such a monumental impact on the video game industry and on my life.
Categories: Game Theory & Design

Considerations for Obtaining Consent to Your Data Practices - by Kimberly Culp

26 November 2018 - 7:27am
The trend is to offer end-users more choice and transparency into how their data is used. Practically speaking, that means more consent boxes will be delivered at the outset of a game. What that looks like will vary based on your data practices.
Categories: Game Theory & Design

Jason Canam, Household Games: Removing Accessibility Barriers - by Jessica Paek

26 November 2018 - 7:10am
We’re continuing our series of collaborative articles with Jason Canam of Household Games, the studio and developer behind Way of the Passive Fist to talk about making a game you love, and making it so that as many people as possible can play them.
Categories: Game Theory & Design

Prince of Persia: Escape - Why The Level Count is a Secret - by Olin Olmstead

26 November 2018 - 7:10am
A level based game with no level selection? Not even a total level count? Why Ketchapp made this design decision and more.
Categories: Game Theory & Design

The Unrealistic Challenge of Realism in Video Games - by Josh Bycer

26 November 2018 - 7:08am
Realism is a popular marketing point for many videogames, but today's post looks at how it can get in the way of playability.
Categories: Game Theory & Design

At Meaningful Play and Beyond: Exhibitor Primer - by Mars Ashton

26 November 2018 - 7:02am
A collection of tips, tricks and guidelines for exhibiting your work at an event, showcasing it at a social gathering or just putting it in front of players in general.
Categories: Game Theory & Design

Historian discusses Red Dead Redemption 2 - by Bob Whitaker

26 November 2018 - 6:54am
Historian Bob Whitaker explores the depiction of crime and the Pinkerton Detective Agency in Red Dead Redemption 2. Topics include "testing," train robbery, and informants.
Categories: Game Theory & Design

Scalability: How to scale your app or online game in terms of architecture and hosting infrastructure - by Moris Preston

26 November 2018 - 6:47am
In this post I would like to talk a bit about very important problem affecting developers of online video games and app developers. It is about scaling of growing projects.
Categories: Game Theory & Design

Attentat 1942: The Long Road Towards German Release - by Ondrej Trhon

26 November 2018 - 6:47am
In our first development blog, we look back on how our serious game about Nazi regime in Czechoslovakia became the first officially released PC game with Third Reich symbolism in Germany after this year's policy change.
Categories: Game Theory & Design

test - by Kris Graft

26 November 2018 - 2:03am
Categories: Game Theory & Design

Video Game Deep Cuts: Hex Me With This Underworld Battlefield - by Simon Carless

25 November 2018 - 8:06am
This week's highlights include impressions of more late-breaking notable games of this holiday season, from Let's Go Pikachu through Battlefield V to Underworld Ascendant and beyond - as well as undiscovered notables like The Hex & more.
Categories: Game Theory & Design

Teenage Boys Show Little Interest In Anthropomorphic Turtles ... Observations of an Industry Fossil - by William Volk

20 November 2018 - 10:58pm
Do users know what they want in a game in terms of original ideas? Maybe not.
Categories: Game Theory & Design

Breaking the Loop: A Look at the Cinematic Music of Breath of the Wild - by Jason Yu

20 November 2018 - 10:53pm
A look at the music of Breath of the Wild and how it breaks convention from "traditional" Zelda music, highlighting the creative use of non-looped music.
Categories: Game Theory & Design