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NPD: Behind the Numbers, July 2010
by Matt Matthews
[08.16.10]
Gamasutra's Matt Matthews goes inside July's NPD results, looking at how the Xbox 360 S model has boosted hardware, how the key players stack against each other -- and at the current ominous software trend.
Business
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Putting the XCOM in XCOM
by Chris Remo
[08.13.10]
2K Marin creative director Jonathan Pelling explains how the Canberra-based core team on the XCOM reboot hopes to keep the core feeling of the original '90s strategy game while updating the franchise with new core gameplay and for a new audience.
Game Design, Interview
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Game Design Essentials: 20 Real-World Games
by John Harris
[08.12.10]
An extensive review of some of the most interesting non-electronic games, from traditional cultural games like Chess and Go through pen-and-paper role playing titles like Call of Cthulhu, European games like The Settlers of Catan, and much more -- each with a unique design lesson.
Game Design
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Building Civilization V
by Chris Remo
[08.11.10]
Civilization V lead designer Jon Shafer takes us on a tour of the foundational strategy series' next episode -- which sees him taking the reins of development for the first time.
Game Design, Interview
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Where'd Your Social Games Go?
by Paul Hyman
[08.10.10]
What's the right platform strategy for social games? Zynga, Ngmoco and Evony debate whether mobile, social networking, and dedicated websites are the right moves -- and each has its own answer to the question.
Game Design
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Infinite Space: An Argument for Single-Sharded Architecture in MMOs
by Kjartan Emilsson, CCP Team
[08.09.10]
In this technical piece, the team behind idiosyncratic MMO success EVE Online discusses precisely why sharing a single world between all of its players makes sense.
Game Design
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Technology, Design: Rage
by Chris Remo
[08.06.10]
Id's Matt Hooper goes in-depth on the design and tech considerations that have pushed the team into an entirely new way of working in this comprehensive interview about the company's 2011 PC and console game.
Game Design, Interview
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The Deaths Of Game Narrative
by Darby McDevitt
[08.05.10]
Writer and game designer Darby McDevitt examines the current state of game narrative, including how game mechanics and story are often at odds, and ponders a future where they're better integrated.
Game Design
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Back To Basics With Mortal Kombat
by Kris Graft
[08.04.10]
Original Mortal Kombat co-creator Ed Boon takes us behind the scenes of the classic franchise's deceptively complex resurrection, from 'fatality meetings' and story focus to the state of the genre.
Game Design, Interview
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Designing Combat Encounters In Uncharted 2
by Benson Russell
[08.03.10]
Naughty Dog combat designer Benson Russell walks us through the combat design process at the acclaimed studio, breaking down iteration, team members involved, and how the tools pipeline hooks into workflow.
Game Design
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