Subscribe to Blogs feed
Gamasutra Blogs
Updated: 20 hours 50 sec ago

Self-Determination Theory and Player Affect - by Justin Reeve

10 October 2018 - 8:07am
Why do we develop such strong attachments to in-game objects? This article examines how Self-Determination Theory can be used to explain player affect.
Categories: Game Theory & Design

Post-Mortem: Mixer Marketing Impact - by Rob Hewson

10 October 2018 - 8:01am
When we launched Hyper Sentinel back in May, we promoted it as “the world’s first interactive live-stream arcade game” thanks to its unique Mixer integration. Now we are ready to share conclusions and key data from our Mixer marketing post-mortem.
Categories: Game Theory & Design

Rebuilding the Reach - by Paul Arendt

10 October 2018 - 7:47am
Sunless Skies creative director Paul Arendt talks about reconstructing the first region of the game to make exploration more meaningful and terrifying.
Categories: Game Theory & Design

LEVY: Designing for Accessibility_03 - by Daniel St Germain

9 October 2018 - 7:23am
My name is Dan St. Germain and while in undergrad, I worked with four other students on creating a blind/deaf accessible video game called LEVY. These blog posts will be dedicated to explaining the different UI, UX, and design decisions that were made.
Categories: Game Theory & Design

Making a Game in a Year with Matt Viglione and Robert Zubek - by Larry&Brandon GDU

9 October 2018 - 7:09am
This is an exciting episode that is relevant to everyone that is interested in Indie Development. The biggest risk to any game is over-scoping and not having enough time. SomaSim founders, Matt Viglione and Robert Zubek, walk us through their process of m
Categories: Game Theory & Design

Software used to create the visual novel De-Thieved. - by Jesse Monroe

9 October 2018 - 7:01am
Finding the right Software to create your visual novel can be hard, so here is a list of some software comparisons that can help you make your visual novel.
Categories: Game Theory & Design

Game Classics: Sonic the Hedgehog (1991) - by Caleb Compton

9 October 2018 - 6:58am
In this second in my "Game Classics" series, I look at some design lessons that can be learned from the original Sonic the Hedgehog. Find out how this iconic game and character came together, which elements of the game worked well, and which didn't!
Categories: Game Theory & Design

Why Aquamarine's design needed 17 months to evolve - by Patric Fallon

9 October 2018 - 6:55am
Aquamarine, my upcoming point-and-click exploration game, began as something completely unlike what it is today. Without my 17-month process of experimentation and change, I would have never found the right structure to build around the game's core ideas.
Categories: Game Theory & Design

Gaming the Next American Civil War - by Edward Castronova

8 October 2018 - 9:59am
What if America falls into a second Civil War? This game simulation and classroom exercise says it will be a dumpster fire.
Categories: Game Theory & Design

How to choose what game to make next - by Jake Birkett

8 October 2018 - 9:59am
How do you choose which game to make next? These are three factors you should definitely consider.
Categories: Game Theory & Design

Does Telltales Games difficulties sign off the death of episodic content business model? - by Pascal Luban

8 October 2018 - 9:59am
Is there a future for episodic content business model?
Categories: Game Theory & Design

Runick - Level Design - by Toni Steyskal

8 October 2018 - 9:27am
A look into the designing process of an indie game called Runick. This blog post will be divided into three parts, each of them tackling one part of the process I went through while designing the levels in Runick (Experimentation, Progression and Fillers)
Categories: Game Theory & Design

How Fallout's Developers Created the Game's S.P.E.C.I.A.L. Character System - by David Craddock

8 October 2018 - 1:08am
Tim Cain, Brian Fargo, and other Interplay developers reveal the origins of Fallout's S.P.E.C.I.A.L. attribute system in an excerpt from "Beneath a Starless Sky."
Categories: Game Theory & Design

Why I walked away from my legal career to make video games - by Nick Pearce

8 October 2018 - 1:07am
Before I founded Modern Storyteller and began making our game, The Forgotten City, I was working as a legal and strategy advisor to a multi-billion dollar tech company. Yes, that is a bizarre career change. So why did risk my career to make video games?
Categories: Game Theory & Design

Free to Play games with monetization bottlenecks. - by arne neumann

7 October 2018 - 10:00pm
a look into the mechanics used to get players to spend money on initially free games.
Categories: Game Theory & Design

Video Game Deep Cuts: Uri Geller's Pessimistic Starlink - by Simon Carless

7 October 2018 - 7:25am
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
Categories: Game Theory & Design

Finding Hope Amongst the Chaos - by Nicole Barelli

5 October 2018 - 7:27am
The discussion analyse The Last of Us and God of War to see how games with dark themes can ultimately provide a story with a message of hope!
Categories: Game Theory & Design

Stories Need Endings - by Gregory Pellechi

5 October 2018 - 7:27am
Games end. Or at least they used to. Most games be they board games, card games, sports or video games have a point at which they finish. But now we have games that don’t end. So what does that mean for stories in games when they don't end?
Categories: Game Theory & Design

Kliuless? Gaming Industry ICYMI #6 - by Kenneth Liu

5 October 2018 - 7:25am
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Why Chinese developers are making high quality ACG mobile games? - by Cheng(Orange) Qi

5 October 2018 - 7:23am
In the past year, there have been a number of mobile games made by Chinese developers with very authentic Japanese ACG look and feel that become top grossing games in Japan and South Korea.Why they want to make such games? And why they can do so well?
Categories: Game Theory & Design