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Why the Magic: The Gathering Bubble Hasn’t Burst - by Caleb Compton

23 April 2019 - 7:28am
Magic: The Gathering has been one of the most popular tabletop games in the world for over 25 years, but as any player can tell you it can be quite an expensive hobby. With some cards going for hundreds of dollars, how has Magic sustained this bubble?
Categories: Game Theory & Design

The Secret of Discount Mastery for Indie Studios - by Albert Banda

23 April 2019 - 7:24am
There are three elements that make up the secret of discount mastery for indie studios: timing, medium, and promo. Your discount promotions aren’t working for you? Then you’re probably not balancing one or more of those elements properly.
Categories: Game Theory & Design

The Branches of a story – How to give players options in a narrative? - by Joshua Boast

23 April 2019 - 7:20am
Creating a game that is controlled by the player should be second nature. But giving them control of the story can be an entirely more complex matter to deal with. Here are the intricate ways in which branching story-telling is developed.
Categories: Game Theory & Design

Game Design 103: 3 Biggest Trap in Online Game - by Thasorn Chalongvorachai

22 April 2019 - 6:56am
This blog post will introduce and explained 3 Biggest Trap in Online Game. These may sound common, but a lot of game studio fell for it. Let's make sure we understand them and find a good way to overcome those problems.
Categories: Game Theory & Design

Evolving Difficulty Modes in Survival Horror - Resident Evil 2 - by Bryan Cheah

22 April 2019 - 6:51am
What can Hardcore Mode in Resident Evil 2 offer beyond tougher enemies and scarcer bullets? A look at how content-based difficulty rewards survival horror fans.
Categories: Game Theory & Design

Kliuless #32: Battle Royale Bans Spread - by Kenneth Liu

22 April 2019 - 6:50am
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Game design: Lesson to learn from the 2019 BAFTA best mobile game award - by Pascal Luban

22 April 2019 - 6:42am
The “game” Florence has received the 2019 BAFTA best mobile game award, but this title can barely qualify as a game. Nevertheless, the BAFTA jury has not gone mad; it has rewarded a title that illustrates a significant trend in game design.
Categories: Game Theory & Design

Postmortem: Skirmish Line - by Tony Hua

21 April 2019 - 8:04am
Roughly 3 years in the making, Skirmish Line was a first project, indie "success" story. Here's what I've learned making my first game, and how new and old indies can get some pointers for their own projects.
Categories: Game Theory & Design

Video Game Deep Cuts: The Panzer At Heaven's Vault - by Simon Carless

21 April 2019 - 7:18am
This week's roundup includes a classic postmortem of Sega's seminal Panzer Dragoon series, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games, the return of D&D, and much more besides.
Categories: Game Theory & Design

Troll Games - Design a golden path - by Diego Ricchiuti

19 April 2019 - 6:51am
Troll/raging games can teach us a lot about how to the design a golden path and how use it to motivate the players.
Categories: Game Theory & Design

How to publish mobile game, and avoid making my mistakes - by Eugene Litvynov

19 April 2019 - 6:48am
Hey game devs, I would like to share my story of a game launch. I would like to tell about traps, lie in wait for indie-developer while he works with publisher.
Categories: Game Theory & Design

The Morality of Anti-Heroes in Video Games: Why it's Fun to be the 'Bad Guy' - by Katrina Filippidis

19 April 2019 - 6:36am
Video game heroes are bastions of virtue admired by players far and wide - but what about villains? Why are some of us drawn to nefarious characters, and what does that say about us?
Categories: Game Theory & Design

How to Make Catchy Collectibles - by Josh Bycer

19 April 2019 - 6:32am
Collectibles have been a longstanding way of keeping players distracted, and I'm going to go over some of the important points when it comes to making them an effective time killer.
Categories: Game Theory & Design

What Happens When Game Artists Design a Mural - by Tudor Morris

18 April 2019 - 8:33am
While 99% of the time we're using our skills to make games, sometimes we get to use them to create something truly special—in this case a mural for a hospital room in partnership with Momentum Children's Charity.
Categories: Game Theory & Design

5 Basic Steps in Creating Balanced In-Game Economy - by Darina Emelyantseva

18 April 2019 - 7:33am
The article addresses creating an in-game balance and will be interesting to anyone who takes part in the creation of games, especially producers and game designers.
Categories: Game Theory & Design

Good intro vs. Great intro. What makes a game prologue gripping? - by Anton Slashcev

18 April 2019 - 7:32am
An article about what methods great game prologues use to grip players attention, as well as about which goals they strive to achieve.
Categories: Game Theory & Design

Referencing Objects: Names vs GUIDs - by Niklas Gray

18 April 2019 - 7:29am
A comparison of the main ways to reference objects: names and GUIDs.
Categories: Game Theory & Design

Video game music composer gives lecture at the Library of Congress - by Winifred Phillips

17 April 2019 - 7:32am
On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress, as part of their first-ever video game music event. This article includes a partial transcript of the lecture's Q&A session.
Categories: Game Theory & Design

The Importance of Being Refreshed: Why game jams can be a necessary distraction - by Patric Fallon

16 April 2019 - 7:40am
Six months ago, my tiny indie studio failed our first attempt at crowdfunding a game. Without the inspiration that came from entering game jams, we may have never tried again.
Categories: Game Theory & Design

How I found my style on YouTube - by Stanislav Costiuc

16 April 2019 - 7:38am
A little story of a Game Designer who found what type of videos he should make on YouTube
Categories: Game Theory & Design

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