Updated: 10 hours 46 min ago
With more concerns regarding regulating loot boxes, today's post takes a look at the appeal, design, and debate of this polarizing microtransaction.
Games are a storytelling medium and in storytelling there's a rule - show, don't tell. For video games it's evolved to "play, don't show". But how feasible is that really to implement in a game from a design or writing stand point?
A detailed account of hunting down two bugs in The Machinery alpha.
The goal of the Copyright Directive is to hold platforms with user content, like YouTube and Facebook, liable for copyright infringement. Or in the video game world, sites and communities like Roblox, VR Chat, Minecraft and others might be impacted.
A critical analysis of gameplay ramps when compared to narrative ramps in the Fisk Tower sequence of Spiderman PS4.
A look at games from the dual processes of bringing order and wreaking chaos.
Follow the building a framework on how to approach the testing of an experience that concerns engagement, emotions and learning, pacing and control, from a narrative and cognitive perspective beyond structures and templates.
A look into how Norsfell's latest mobile game, All-Star Troopers, started out as a very different project called Ragna Cycle. This article details how design plans evolved as a result of feedback and the changing mobile marketplace.
a digest about the design philosophies that went into nexon's design of maplestory's Reboot server world and its positive consequences for nexon's business in subsequent years
The design principles underpinning Breath of the Wild's open world come from what may be a surprising source: urban planning. This article examines how these principles lend Hyrule a high degree of legibility... at a cost.
China is the largest games market in the world but has been hit by a temporary game approval freeze that has limited the number of new games being released this year. New regulations may also be introduced that could lead to fewer games being approved.
The NIH sees the potential of games for biomedical research and understands the importance of collaboration with the games industry. In this interview we explore their vision, their program and the financial support they can give to games.
Everybody wants their game to be the best. Because of this, it can be tempting to add as many cool features as possible. Unfortunately, this tendency can be dangerous and even kill the game entirely. In this article we learn how to avoid feature creep
Matchmaking is a big topic with lots of challenges, but at its core is a simple question: who should play with whom? With so many different aspects to take into account (like ping, skill, premades and region) the answer turns out to be rather complex.
A reality look at most indie games sales on steam in 2018
In this post I will begin to dive in to the primary concepts of QA and attempt to broadly define the primary schools of thought, drawing a general conclusion of what Quality is, and what it means to Control, Assure or Develop it as such.
video games that can improve your health and well-being
Why I left my AAA game development job and what about that experience forced my hand to start Game Dev Unchained, an honest and unfiltered game development podacast exposing the true stories of game development for game developers.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riotâs senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
This week's highlights include a look at Destiny 2's Forsaken expansion, an investigation of how game credits are handled for remasters, & lots more besides.