Gamasutra.com - Member Blogs http://gamasutra.com/blogs/member/ Gamasutra Blogs Sat, 18 Apr 2015 07:32:33 EDT en-us scarless@think-services.com (Simon Carless) How to write an adventure game with just one ending - by Wes Platt http://gamasutra.com/blogs/WesPlatt/20150417/241344/How_to_write_an_adventure_game_with_just_one_ending.php In designing Knee Deep for Prologue Games, I wanted to focus less on puzzles and pixel hunts, more on letting players shape their character narratives. http://gamasutra.com/blogs/WesPlatt/20150417/241344/How_to_write_an_adventure_game_with_just_one_ending.php Fri, 17 Apr 2015 02:06:00 EDT Greenlit in 7 days, one game's journey - by Patrick Corrieri http://gamasutra.com/blogs/PatrickCorrieri/20150417/241354/Greenlit_in_7_days_one_games_journey.php We'll be looking at our experience with Greenlight, the choices we made that we think worked, statistic and numbers throughout the campaign and of course taking any questions you might have. http://gamasutra.com/blogs/PatrickCorrieri/20150417/241354/Greenlit_in_7_days_one_games_journey.php Fri, 17 Apr 2015 02:06:00 EDT Resolving Missing Script References in Unity - by Vegard Myklebust http://gamasutra.com/blogs/VegardMyklebust/20150417/241398/Resolving_Missing_Script_References_in_Unity.php Fixing missing script references for Unity. http://gamasutra.com/blogs/VegardMyklebust/20150417/241398/Resolving_Missing_Script_References_in_Unity.php Fri, 17 Apr 2015 02:06:00 EDT Novels to Video Games: Taking the Leap - by Moira Katson http://gamasutra.com/blogs/MoiraKatson/20150417/241357/Novels_to_Video_Games_Taking_the_Leap.php Writing plots, character arcs, and more in an interactive medium - a novelist dives into the world of video game writing. http://gamasutra.com/blogs/MoiraKatson/20150417/241357/Novels_to_Video_Games_Taking_the_Leap.php Fri, 17 Apr 2015 01:48:00 EDT Tears for Spheres: Developing "Grudgeball" in the year everything changed - by Guillermo Crespi http://gamasutra.com/blogs/GuillermoCrespi/20150417/241402/Tears_for_Spheres_Developing_quotGrudgeballquot_in_the_year_everything_changed.php HeavyBoat is a game development company from Argentina. This is the story behind "Grudgeball", one of our latest collaborations with Cartoon Network, and how the business risks HeavyBoat took during that year made it our most difficult period to date. http://gamasutra.com/blogs/GuillermoCrespi/20150417/241402/Tears_for_Spheres_Developing_quotGrudgeballquot_in_the_year_everything_changed.php Fri, 17 Apr 2015 01:48:00 EDT Progression Control in Sim City BuildIt - by philipp zupke http://gamasutra.com/blogs/PhilippZupke/20150417/241405/Progression_Control_in_Sim_City_BuildIt.php A closer look at how the balancing of the economy in Sim City BuildIt affects the player progression. http://gamasutra.com/blogs/PhilippZupke/20150417/241405/Progression_Control_in_Sim_City_BuildIt.php Fri, 17 Apr 2015 01:48:00 EDT The most important reason to register your copyrights - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20150416/240490/The_most_important_reason_to_register_your_copyrights.php Game lawyer Zachary Strebeck looks at the big reason you should register your copyrights sooner than later: more money. A prompt registration allows you to get damages for infringement without having to prove how you were actually damaged. http://gamasutra.com/blogs/ZacharyStrebeck/20150416/240490/The_most_important_reason_to_register_your_copyrights.php Thu, 16 Apr 2015 01:47:00 EDT Speed Matters - by Jozo Kovac http://gamasutra.com/blogs/JozoKovac/20150416/241183/Speed_Matters.php Everyone wants to know their players. But to truly understand them you need lot of data. With lots of data you get lots of problems. How do you manage this without losing your hair? This is how we did it... http://gamasutra.com/blogs/JozoKovac/20150416/241183/Speed_Matters.php Thu, 16 Apr 2015 01:47:00 EDT Analysis: Top 20 Games on Twitch in March 2015 - by nicolas cerrato http://gamasutra.com/blogs/NicolasCerrato/20150416/241273/Analysis_Top_20_Games_on_Twitch_in_March_2015.php What are the most popular games in live streaming? What can the numbers tell us? Looking at the top 20 most watched games on Twitch in March 2015, I used filters such as Platforms, Business Models, Publishers and more to better identify success patterns http://gamasutra.com/blogs/NicolasCerrato/20150416/241273/Analysis_Top_20_Games_on_Twitch_in_March_2015.php Thu, 16 Apr 2015 01:47:00 EDT EEDAR Predicts the MOBA Landscape in 2016 - by Edward Zhao http://gamasutra.com/blogs/EdwardZhao/20150416/241237/EEDAR_Predicts_the_MOBA_Landscape_in_2016.php EEDAR Predicts the MOBA Landscape in 2016, Explaining What New Entrants Need for Success http://gamasutra.com/blogs/EdwardZhao/20150416/241237/EEDAR_Predicts_the_MOBA_Landscape_in_2016.php Thu, 16 Apr 2015 01:38:00 EDT Possibilities for Innovative and Unique Writing in Visual Novels - by Pedro Marques http://gamasutra.com/blogs/PedroMarques/20150415/241215/Possibilities_for_Innovative_and_Unique_Writing_in_Visual_Novels.php With visual novels gaining relevance in the West, a need for a unique style has risen in the community. This post raises a few points on how visual novels primarily work for the benefit of the writer. Originally posted as a topic at Fuwanovel. http://gamasutra.com/blogs/PedroMarques/20150415/241215/Possibilities_for_Innovative_and_Unique_Writing_in_Visual_Novels.php Wed, 15 Apr 2015 02:29:00 EDT The swampy world of porting and the art of anticipation - by Eduardo Garabito http://gamasutra.com/blogs/EduardoGarabito/20150415/240698/The_swampy_world_of_porting_and_the_art_of_anticipation.php Teslagrad is a Metroidvania game based on physics and magnetism. Created on Unity (first on PC) we ported it to Wii U, PS3, PS4 and PS Vita. We certainly had quite a few problems and come up with a bunch of solutions, which we have written below. http://gamasutra.com/blogs/EduardoGarabito/20150415/240698/The_swampy_world_of_porting_and_the_art_of_anticipation.php Wed, 15 Apr 2015 02:28:00 EDT Tips on getting your game greenlit on Steam Greenlight. - by Andrii Vintsevych http://gamasutra.com/blogs/AndriiVintsevych/20150415/241079/Tips_on_getting_your_game_greenlit_on_Steam_Greenlight.php I guess, you can say that I’m pretty experienced with Steam Greenlight. I have 3 greenlit projects and one that is currently in greenlight top 100. My experience should be useful for everyone who wants to get their game greenlit on Steam Greenlight. http://gamasutra.com/blogs/AndriiVintsevych/20150415/241079/Tips_on_getting_your_game_greenlit_on_Steam_Greenlight.php Wed, 15 Apr 2015 02:28:00 EDT Why habit formation is the key to long term retention - by Nathan Lovato http://gamasutra.com/blogs/NathanLovato/20150415/241086/Why_habit_formation_is_the_key_to_long_term_retention.php As you know, habits are mechanical. A player who gets used to playing your game well will most likely keep coming back to it. It is that simple. And that’s why habit formation, the process of creating habits, is the key to long term retention. http://gamasutra.com/blogs/NathanLovato/20150415/241086/Why_habit_formation_is_the_key_to_long_term_retention.php Wed, 15 Apr 2015 02:28:00 EDT Celebrating Dual Stick Control Schemes in Game Design - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20150415/241100/Celebrating_Dual_Stick_Control_Schemes_in_Game_Design.php Today's post looks at how control schemes were forever altered thanks to the evolution of the dual stick system and what they mean when designing gamepads and the difference between 2D and 3D game design. http://gamasutra.com/blogs/JoshBycer/20150415/241100/Celebrating_Dual_Stick_Control_Schemes_in_Game_Design.php Wed, 15 Apr 2015 02:28:00 EDT Breaking Into the Industry: Full Story of One Game Developer - by Sergey Mohov http://gamasutra.com/blogs/SergeyMohov/20150415/241114/Breaking_Into_the_Industry_Full_Story_of_One_Game_Developer.php Video games is a very closed and surprisingly conservative industry. It's like a club. People in it often give advice, but rarely talk about their own path in much detail. This is a story about how I got my industry gig. http://gamasutra.com/blogs/SergeyMohov/20150415/241114/Breaking_Into_the_Industry_Full_Story_of_One_Game_Developer.php Wed, 15 Apr 2015 02:28:00 EDT Design, Doubt, & the Scientific Method - by Tim Conkling http://gamasutra.com/blogs/TimConkling/20150415/241141/Design_Doubt__the_Scientific_Method.php One Weird Trick for dealing with game design anxiety http://gamasutra.com/blogs/TimConkling/20150415/241141/Design_Doubt__the_Scientific_Method.php Wed, 15 Apr 2015 02:28:00 EDT Why Apple's App Rating & Review System is Broken - by Andrew Hubbard http://gamasutra.com/blogs/AndrewHubbard/20150415/241137/Why_Apples_App_Rating__Review_System_is_Broken.php As game developers, ratings and review for our games are critical. But it's difficult to get as many as we would like. Unfortunately Apple's app rating and review system doesn't make life easy for us. Here are the 6 key problems I see with Apple's system. http://gamasutra.com/blogs/AndrewHubbard/20150415/241137/Why_Apples_App_Rating__Review_System_is_Broken.php Wed, 15 Apr 2015 01:39:00 EDT Busting Myths of User Acquisition - by Kseniia Kovtun http://gamasutra.com/blogs/KseniiaKovtun/20150415/241186/Busting_Myths_of_User_Acquisition.php While your product might be the coolest product ever, no one will know about it unless you attract enough users. User Acquisition is one of the most efficient approaches to bring your product to high app store position and make it visible for your users. http://gamasutra.com/blogs/KseniiaKovtun/20150415/241186/Busting_Myths_of_User_Acquisition.php Wed, 15 Apr 2015 01:39:00 EDT How to Find Influencers to Help You Market Your App to Millions of Potential Users - by Puneet Yamparala http://gamasutra.com/blogs/PuneetYamparala/20150414/240904/How_to_Find_Influencers_to_Help_You_Market_Your_App_to_Millions_of_Potential_Users.php Puneet Yamparala owner of one of the largest app entrepreneur community has shared his valuable thoughts on "How to Find Influencers to Help You Market Your App to Millions of Potential Users" http://gamasutra.com/blogs/PuneetYamparala/20150414/240904/How_to_Find_Influencers_to_Help_You_Market_Your_App_to_Millions_of_Potential_Users.php Tue, 14 Apr 2015 01:49:00 EDT Balancing Multiplayer Games - Opportunity, Power and Relativity - by Peter Qumsieh http://gamasutra.com/blogs/PeterQumsieh/20150414/240950/Balancing_Multiplayer_Games__Opportunity_Power_and_Relativity.php This article covers three balance design concepts. The application of these concepts is geared towards improving a game's decision quality and variety. http://gamasutra.com/blogs/PeterQumsieh/20150414/240950/Balancing_Multiplayer_Games__Opportunity_Power_and_Relativity.php Tue, 14 Apr 2015 01:49:00 EDT Distributing Your Game via CDN - Not Just for Megacorps Anymore - by Robert Basler http://gamasutra.com/blogs/RobertBasler/20150414/241006/Distributing_Your_Game_via_CDN__Not_Just_for_Megacorps_Anymore.php When I started developing The Imperial Realm :: Miranda, Content Delivery Networks (CDNs) were big and fancy and expensive and only used by giant megacorps, so I never imagined I'd be able to afford to use one. http://gamasutra.com/blogs/RobertBasler/20150414/241006/Distributing_Your_Game_via_CDN__Not_Just_for_Megacorps_Anymore.php Tue, 14 Apr 2015 01:49:00 EDT The Smartest $5,000 You’ll Ever Spend on Your Mobile Game: Q&A with Rovio’s VP of User Acquisition & Engagement - by Pepe Agell http://gamasutra.com/blogs/PepeAgell/20150414/241013/The_Smartest_5000_Youll_Ever_Spend_on_Your_Mobile_Game_QA_with_Rovios_VP_of_User_Acquisition__Engagement.php Chartboost Head of International chats with Eric Seufert — Rovio's new VP of user acquisition and engagement — about the ins and outs of a killer UA strategy and expectations for the future of mobile gaming. http://gamasutra.com/blogs/PepeAgell/20150414/241013/The_Smartest_5000_Youll_Ever_Spend_on_Your_Mobile_Game_QA_with_Rovios_VP_of_User_Acquisition__Engagement.php Tue, 14 Apr 2015 01:49:00 EDT Heroes of the Storm is an example of pure excellence in multiplayer design - by Zoran Cunningham http://gamasutra.com/blogs/ZoranCunningham/20150414/241019/Heroes_of_the_Storm_is_an_example_of_pure_excellence_in_multiplayer_design.php While still only in beta, Heroes of the Storm is creative and playful in ways that will likely do more for the MOBA genre than most would expect by exhibiting the all too rare design balance between genre iteration and innovation. http://gamasutra.com/blogs/ZoranCunningham/20150414/241019/Heroes_of_the_Storm_is_an_example_of_pure_excellence_in_multiplayer_design.php Tue, 14 Apr 2015 01:49:00 EDT Implementing an Open World Isometric Game Engine Based on a Block World Design - by Benedikt S. Vogler http://gamasutra.com/blogs/BenediktSVogler/20150414/241032/Implementing_an_Open_World_Isometric_Game_Engine_Based_on_a_Block_World_Design.php Some insights about algorithms and techniques of an isometric block world game engine are shared by Benedikt S. Vogler. http://gamasutra.com/blogs/BenediktSVogler/20150414/241032/Implementing_an_Open_World_Isometric_Game_Engine_Based_on_a_Block_World_Design.php Tue, 14 Apr 2015 01:49:00 EDT Advice from my Decade Long Journey in the Indie Game Industry - by Michael Gnade http://gamasutra.com/blogs/MichaelGnade/20150414/241062/Advice_from_my_Decade_Long_Journey_in_the_Indie_Game_Industry.php I recently wrote a post about my nearly 10 years in the Indie Game Industry. I touched on some of the changes and my personal journey along the way, but I felt the need to revisit it and provide some advice from what I’ve learned along the way. http://gamasutra.com/blogs/MichaelGnade/20150414/241062/Advice_from_my_Decade_Long_Journey_in_the_Indie_Game_Industry.php Tue, 14 Apr 2015 01:49:00 EDT GameCrimes: The Spanish Indie Crossroad - by Samuel Fiunte Matarredona http://gamasutra.com/blogs/SamuelFiunteMatarredona/20150414/241087/GameCrimes_The_Spanish_Indie_Crossroad.php A post dedicated to explore Spain's relationship with the English language and the expansion of the Spanish Indie Scene. http://gamasutra.com/blogs/SamuelFiunteMatarredona/20150414/241087/GameCrimes_The_Spanish_Indie_Crossroad.php Tue, 14 Apr 2015 01:49:00 EDT 3D Creator - by george bason http://gamasutra.com/blogs/GeorgeBason/20150414/240930/3D_Creator.php Hi everyone, I have recently updated my digital character design website. http://gamasutra.com/blogs/GeorgeBason/20150414/240930/3D_Creator.php Tue, 14 Apr 2015 01:43:00 EDT Design 101: Design Goals - by Dan Felder http://gamasutra.com/blogs/DanFelder/20150413/240853/Design_101_Design_Goals.php “When a man does not know what harbor he is making for, no wind is the right wind.” -Seneca http://gamasutra.com/blogs/DanFelder/20150413/240853/Design_101_Design_Goals.php Mon, 13 Apr 2015 12:16:00 EDT Chicken, Egg, and the Perpetual Suck Machine: Why Mobile Game Audio Matters - by Guy Whitmore http://gamasutra.com/blogs/GuyWhitmore/20150413/240929/Chicken_Egg_and_the_Perpetual_Suck_Machine_Why_Mobile_Game_Audio_Matters.php This blog sets out to dispel industry-wide stereotypes about mobile game audio and outlines compelling reasons why audio has a serious bearing on a games' overall perception, and can elevate or pull down that perception. http://gamasutra.com/blogs/GuyWhitmore/20150413/240929/Chicken_Egg_and_the_Perpetual_Suck_Machine_Why_Mobile_Game_Audio_Matters.php Mon, 13 Apr 2015 12:13:00 EDT Monday Morning Game Design V - by Tom Nietfeld http://gamasutra.com/blogs/TomNietfeld/20150413/240952/Monday_Morning_Game_Design_V.php Part V of my monday morning game design blog. http://gamasutra.com/blogs/TomNietfeld/20150413/240952/Monday_Morning_Game_Design_V.php Mon, 13 Apr 2015 12:13:00 EDT Understanding YouTube #2 - Evaluating YouTube Channels - by Albert Palka http://gamasutra.com/blogs/AlbertPalka/20150413/240943/Understanding_YouTube_2__Evaluating_YouTube_Channels.php The most popular way to evaluate a YouTube channel is to look at its subscribers' count. Unfortunately, the way it works is similar to Twitter or Facebook; people subscribe and never come back again. So how do we measure channel's real value? http://gamasutra.com/blogs/AlbertPalka/20150413/240943/Understanding_YouTube_2__Evaluating_YouTube_Channels.php Mon, 13 Apr 2015 12:12:00 EDT The Problems of Weak Game Industry Ecosystems - by Burak Tezateser http://gamasutra.com/blogs/BurakTezateser/20150413/240998/The_Problems_of_Weak_Game_Industry_Ecosystems.php An analysis of challenges and opportunities fo different stakeholders in developing countries giving examples of Turkey and my own studio. http://gamasutra.com/blogs/BurakTezateser/20150413/240998/The_Problems_of_Weak_Game_Industry_Ecosystems.php Mon, 13 Apr 2015 12:09:00 EDT Overcoming Floating Point Precision Errors! - by Robert Wooden http://gamasutra.com/blogs/RobertWooden/20150413/240938/Overcoming_Floating_Point_Precision_Errors.php As any game developer knows, there is a limit to how big things can be. When it comes to any current PC/console, there is a limit to the number value in a floating point. This can lead to many issues such as z-fighting, animation glitchs, and map limits. http://gamasutra.com/blogs/RobertWooden/20150413/240938/Overcoming_Floating_Point_Precision_Errors.php Mon, 13 Apr 2015 10:30:00 EDT How Designing LARPS trained me to become a better Game Designer - by Tatiana Delgado http://gamasutra.com/blogs/TatianaDelgado/20150413/240970/How_Designing_LARPS_trained_me_to_become_a_better_Game_Designer.php After being in the Game industry and LARP designing for more than 10 years, I can fairly say that LARPs have helped me improve my skills as a Game Designer: making a game for someone else but not you, rythm and flow, designing high level to low level... http://gamasutra.com/blogs/TatianaDelgado/20150413/240970/How_Designing_LARPS_trained_me_to_become_a_better_Game_Designer.php Mon, 13 Apr 2015 10:30:00 EDT Postmortem: Crafting AI for a symmetric asynchronous multiplayer game mode of CastleStorm - by Andras Bondor http://gamasutra.com/blogs/AndrasBondor/20150413/240979/Postmortem_Crafting_AI_for_a_symmetric_asynchronous_multiplayer_game_mode_of_CastleStorm.php Discussing how we've achieved a continuously learning adaptive AI, who fights for the players whenever they're not online in the new symmetric asynchronous multiplayer game mode of CastleStorm. http://gamasutra.com/blogs/AndrasBondor/20150413/240979/Postmortem_Crafting_AI_for_a_symmetric_asynchronous_multiplayer_game_mode_of_CastleStorm.php Mon, 13 Apr 2015 10:30:00 EDT Getting greenlit in 8 days - by Jamie Kavanagh http://gamasutra.com/blogs/JamieKavanagh/20150410/240659/Getting_greenlit_in_8_days.php Our thoughts on why Street Fist 2 was Greenlit after 8 days. http://gamasutra.com/blogs/JamieKavanagh/20150410/240659/Getting_greenlit_in_8_days.php Fri, 10 Apr 2015 01:52:00 EDT Debating Replayability in Game Analysis - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20150410/240831/Debating_Replayability_in_Game_Analysis.php Replayability has become a popular option to extend a game's life-cycle and is a major factor in great rogue-likes. But today's post looks at the debate as to whether or not replayability should be a factor in a game's quality when it comes to reviews. http://gamasutra.com/blogs/JoshBycer/20150410/240831/Debating_Replayability_in_Game_Analysis.php Fri, 10 Apr 2015 01:52:00 EDT Design Journal - Part 2 - by Risto D. Holmstrom http://gamasutra.com/blogs/RistoDHolmstrom/20150410/240844/Design_Journal__Part_2.php Having a closer look at how and why design must iterate. http://gamasutra.com/blogs/RistoDHolmstrom/20150410/240844/Design_Journal__Part_2.php Fri, 10 Apr 2015 01:52:00 EDT Why we've decided NOT to implement 3D movement in Starfall Tactics - by V Tedeev http://gamasutra.com/blogs/VTedeev/20150410/240888/Why_weve_decided_NOT_to_implement_3D_movement_in_Starfall_Tactics.php As a team, we made a conscious decision to have all of the action in our game take place on a 2D plane. We knew beforehand that this would bring the wrath of certain types of players. Yet, we stuck to our laser guns. Find out why. http://gamasutra.com/blogs/VTedeev/20150410/240888/Why_weve_decided_NOT_to_implement_3D_movement_in_Starfall_Tactics.php Fri, 10 Apr 2015 01:52:00 EDT Statement: "Nintendo’s major console controllers throughout the years fluctuate between being ergonomic and not ergonomic." - by Niamh Loughran http://gamasutra.com/blogs/NiamhLoughran/20150410/240832/Statement_quotNintendos_major_console_controllers_throughout_the_years_fluctuate_between_being_ergonomic_and_not_ergonomicquot.php A study on the ergonomics of Nintendo Controllers under this statement, as part of an assignment I have to do for college. Yes I'm a female game design student, oogey boogey boogey. http://gamasutra.com/blogs/NiamhLoughran/20150410/240832/Statement_quotNintendos_major_console_controllers_throughout_the_years_fluctuate_between_being_ergonomic_and_not_ergonomicquot.php Fri, 10 Apr 2015 01:51:00 EDT What can game designers learn about balance from other games? - by Beth Williams http://gamasutra.com/blogs/BethWilliams/20150410/240838/What_can_game_designers_learn_about_balance_from_other_games.php Balance is a buzzword among strategy gamers. What does balance mean to the gaming world? To me, for a game to be balanced, it should include multiple viable strategies for victory. http://gamasutra.com/blogs/BethWilliams/20150410/240838/What_can_game_designers_learn_about_balance_from_other_games.php Fri, 10 Apr 2015 01:51:00 EDT One Year in Steam Greenlight - by Gregory Avery-Weir http://gamasutra.com/blogs/GregoryAveryWeir/20150409/240721/One_Year_in_Steam_Greenlight.php Our creepy-funny adventure Ossuary has now been in the Steam Greenlight program for a year. Here's what that feels like. http://gamasutra.com/blogs/GregoryAveryWeir/20150409/240721/One_Year_in_Steam_Greenlight.php Thu, 09 Apr 2015 01:36:00 EDT App Store Marketing for a Kids Game: An Exercise in Negotiating Differences - by Chris Allers http://gamasutra.com/blogs/ChrisAllers/20150409/240741/App_Store_Marketing_for_a_Kids_Game_An_Exercise_in_Negotiating_Differences.php We quickly realized that marketing a kids game is an exercise in negotiating the difference between multiple, important, and often irreconcilable positions and then deciding on a course of action. http://gamasutra.com/blogs/ChrisAllers/20150409/240741/App_Store_Marketing_for_a_Kids_Game_An_Exercise_in_Negotiating_Differences.php Thu, 09 Apr 2015 01:28:00 EDT A New Dimension: Twisting the World in Video Games - by Adam Smith http://gamasutra.com/blogs/AdamSmith/20150409/240761/A_New_Dimension_Twisting_the_World_in_Video_Games.php On the manipulation of three dimensional space in video games, and how a change in medium can vary its effectiveness; based on the differences between the omniscient perspective of Back to Bed and Monument Valley compared to the intimacy of Antichamber http://gamasutra.com/blogs/AdamSmith/20150409/240761/A_New_Dimension_Twisting_the_World_in_Video_Games.php Thu, 09 Apr 2015 01:28:00 EDT Motivational Concepts in Video Games - by Tim Eckert http://gamasutra.com/blogs/TimEckert/20150408/240580/Motivational_Concepts_in_Video_Games.php What are the different kinds of motivational concepts that some games utilize, which resulted in a younger me playing these games all the time and missing important lessons in school in the process? http://gamasutra.com/blogs/TimEckert/20150408/240580/Motivational_Concepts_in_Video_Games.php Wed, 08 Apr 2015 02:15:00 EDT Longitudinal relation between videogames use and sexist attitudes among German video game players - by Wai Yen Tang http://gamasutra.com/blogs/WaiYenTang/20150408/240617/Longitudinal_relation_between_videogames_use_and_sexist_attitudes_among_German_video_game_players.php The study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older. http://gamasutra.com/blogs/WaiYenTang/20150408/240617/Longitudinal_relation_between_videogames_use_and_sexist_attitudes_among_German_video_game_players.php Wed, 08 Apr 2015 02:15:00 EDT 16 Reasons Why Players Are Leaving Your Game - by Nathan Lovato http://gamasutra.com/blogs/NathanLovato/20150408/240663/16_Reasons_Why_Players_Are_Leaving_Your_Game.php Players leave games. According to Marc Robinson’s 2013 GDC talk, “On average, less than 40% of players return to a free-to-play game after just one session.” The best way for us to retain player is to know what scares them away. Here are 16 reasons. http://gamasutra.com/blogs/NathanLovato/20150408/240663/16_Reasons_Why_Players_Are_Leaving_Your_Game.php Wed, 08 Apr 2015 02:15:00 EDT Gamification, Rewards & Learning - by Richard Atlas http://gamasutra.com/blogs/RichardAtlas/20150408/240701/Gamification_Rewards__Learning.php In this article, I'll talk about gamification and its application in learning, and why we have to be careful about using it badly. http://gamasutra.com/blogs/RichardAtlas/20150408/240701/Gamification_Rewards__Learning.php Wed, 08 Apr 2015 02:15:00 EDT What was that great idea again? - Why you should document your ideas early - by Justin French http://gamasutra.com/blogs/JustinFrench/20150408/240643/What_was_that_great_idea_again__Why_you_should_document_your_ideas_early.php The following blog post is taken from our weekly blog post over at dreamharvest.co.uk - This week we wanted to discuss the issues we've had with documenting our project using the traditional GDD. http://gamasutra.com/blogs/JustinFrench/20150408/240643/What_was_that_great_idea_again__Why_you_should_document_your_ideas_early.php Wed, 08 Apr 2015 01:58:00 EDT Patent Blaster: A Retrospective - by David Stark http://gamasutra.com/blogs/DavidStark/20150408/240658/Patent_Blaster_A_Retrospective.php ...a giant orange hovering duck shouting "Yes! Yes! Yes!" while occasionally emitting smaller ducks that turn into acid-spitting zombies upon death. My first foray into self-publishing a game. http://gamasutra.com/blogs/DavidStark/20150408/240658/Patent_Blaster_A_Retrospective.php Wed, 08 Apr 2015 01:58:00 EDT Design Test: Improving Rock, Paper, Scissors - by Dan Felder http://gamasutra.com/blogs/DanFelder/20150407/240374/Design_Test_Improving_Rock_Paper_Scissors.php Can you make a bad game good? http://gamasutra.com/blogs/DanFelder/20150407/240374/Design_Test_Improving_Rock_Paper_Scissors.php Tue, 07 Apr 2015 01:07:00 EDT Factoring Game Mechanics and Player Skill into Level Design - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20150407/240527/Factoring_Game_Mechanics_and_Player_Skill_into_Level_Design.php Today's post looks at how the skill set of your player can be taken into consideration when building the levels of your game based on two different design philosophies. http://gamasutra.com/blogs/JoshBycer/20150407/240527/Factoring_Game_Mechanics_and_Player_Skill_into_Level_Design.php Tue, 07 Apr 2015 01:07:00 EDT Hurts so Good: Pain as Interactive Storytelling Technique - by Taylor Bair http://gamasutra.com/blogs/TaylorBair/20150407/240530/Hurts_so_Good_Pain_as_Interactive_Storytelling_Technique.php In design school they'll tell you, "Never punish the player," but are design schools doing us a disservice? What if making players miserable is the key to telling compelling stories? It's a brave new world of interactive storytelling, and we explore it. http://gamasutra.com/blogs/TaylorBair/20150407/240530/Hurts_so_Good_Pain_as_Interactive_Storytelling_Technique.php Tue, 07 Apr 2015 01:07:00 EDT The Poor Man's Character Controller - by Evan Todd http://gamasutra.com/blogs/EvanTodd/20150407/240546/The_Poor_Mans_Character_Controller.php How to make your very own character controller using only blood and tears. http://gamasutra.com/blogs/EvanTodd/20150407/240546/The_Poor_Mans_Character_Controller.php Tue, 07 Apr 2015 01:07:00 EDT Using MDA to grow a MOBA - by Brian Rockwell http://gamasutra.com/blogs/BrianRockwell/20150407/240553/Using_MDA_to_grow_a_MOBA.php Responding to the call for blogs on MOBA, we will use the MDA framework to design a new MOBA. http://gamasutra.com/blogs/BrianRockwell/20150407/240553/Using_MDA_to_grow_a_MOBA.php Tue, 07 Apr 2015 01:07:00 EDT How Steam Greenlight is horrible (Part 1 - Submission) - by Pierre Chevalier http://gamasutra.com/blogs/PierreChevalier/20150407/240540/How_Steam_Greenlight_is_horrible_Part_1__Submission.php Steam Greenlight may looks nice on the paper but it's in fact horrible. In this series of post, I will try to explain why, and how to find a solution about. http://gamasutra.com/blogs/PierreChevalier/20150407/240540/How_Steam_Greenlight_is_horrible_Part_1__Submission.php Tue, 07 Apr 2015 01:04:00 EDT What to do when traditional marketing fails you - by Adam Andresen http://gamasutra.com/blogs/AdamAndresen/20150407/240554/What_to_do_when_traditional_marketing_fails_you.php According to Forbes.com researchers, display ads don’t work. In fact, only 0.1% of them are ever clicked on. So why do we keep using them? Why did ComScore’s Digital Future in Focus report for 2013 find that 5.3 trillion display ads were created in the U. http://gamasutra.com/blogs/AdamAndresen/20150407/240554/What_to_do_when_traditional_marketing_fails_you.php Tue, 07 Apr 2015 01:04:00 EDT How To Finish Your First Game When You Can’t Seem to Finish Your First Game - by Mickey Sanchez http://gamasutra.com/blogs/MickeySanchez/20150406/239938/How_To_Finish_Your_First_Game_When_You_Cant_Seem_to_Finish_Your_First_Game.php Thoughts on going from zero to one game and (hopefully) beyond. http://gamasutra.com/blogs/MickeySanchez/20150406/239938/How_To_Finish_Your_First_Game_When_You_Cant_Seem_to_Finish_Your_First_Game.php Mon, 06 Apr 2015 01:43:00 EDT Why Mobile Game Development is a “Grown-Up” Job - by Maria Alegre http://gamasutra.com/blogs/MariaAlegre/20150406/240431/Why_Mobile_Game_Development_is_a_GrownUp_Job.php Chartboost CEO Maria Alegre lays out three simple reasons why mobile game development is definitely a "grown-up" job. http://gamasutra.com/blogs/MariaAlegre/20150406/240431/Why_Mobile_Game_Development_is_a_GrownUp_Job.php Mon, 06 Apr 2015 01:43:00 EDT