The launch version of Auro was received super-well, but we also got some complaints about how the game is hard to learn. Here's what we think we did wrong with our Tutorial, and here's what we plan on doing about it.
There are two opposing research camps in the field of gaming studies. There are those who believe there is a causal link between the effects of playing video games and subsequent behaviours and those that don't. But what does the science say?
Musing on shades of grey, Randy talks about the importance of "maybe".
Games and play are two separate concepts in the same family. Here I offer my view on their differences.
Another of my Metroidvania source interviews -- this time with Jools Watsham of Renegade Kid, developers of Xeodrifter.
Indie developers struggle with the question of how to price their game and when to put in on sale. This article gives a framework for understanding pricing and suggests a 3-step approach, including a recommendation to announce price drops well in advance.
@Play is back with a long article about the legacy and future of Genesis roguelike-ish game ToeJam & Earl.
Has anyone ever done research on whether playing on the red team or the blue blue gives one a mental edge in games? Yep.
contract( ) (pronounced Ďdo contractí) generates free, plain English agreements for and between game developers. Itís based on the idea that developers do not need legalese to come to an agreement or to resolve a disagreement.
What does turning fifty in game development mean to me? I canít imagine a life that doesnít involve making games. Over the years, Iíve grown and changed--and Iím nowhere near done yet. As an industry, we can grow and change too.