Gamasutra.com - All Blogs http://gamasutra.com/blogs/ Gamasutra Blogs Fri, 28 Nov 2014 02:18:10 EST en-us scarless@think-services.com (Simon Carless) Amiibo: How did Nintendo do, and where can it go from here? - by Christian Nutt http://gamasutra.com/blogs/ChristianNutt/20141125/231001/Amiibo_How_did_Nintendo_do_and_where_can_it_go_from_here.php Business/Marketing,Console/PC How are the Amiibo figurines? How is the Smash Bros. gameplay using them? And more importantly -- where does Nintendo go from here? http://gamasutra.com/blogs/ChristianNutt/20141125/231001/Amiibo_How_did_Nintendo_do_and_where_can_it_go_from_here.php Tue, 25 Nov 2014 07:04:00 EST Repeatable success - by Samuel Rantaeskola http://gamasutra.com/blogs/SamuelRantaeskola/20141125/230979/Repeatable_success.php Production,Console/PC Creating a hit game is a huge challenge, but following up on a hit with another hit is as difficult. How do you go about creating repeatable success? http://gamasutra.com/blogs/SamuelRantaeskola/20141125/230979/Repeatable_success.php Tue, 25 Nov 2014 01:24:00 EST Quality of Life in Subterfuge - by ron carmel http://gamasutra.com/blogs/RonCarmel/20141124/230741/Quality_of_Life_in_Subterfuge.php Design,Indie,Social/Online,Smartphone/Tablet One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal. http://gamasutra.com/blogs/RonCarmel/20141124/230741/Quality_of_Life_in_Subterfuge.php Mon, 24 Nov 2014 03:52:00 EST Bro-shaming: it's about power, not inclusiveness - by Neil Sorens http://gamasutra.com/blogs/NeilSorens/20141124/230791/Broshaming_its_about_power_not_inclusiveness.php Business/Marketing,Console/PC,Indie,Social/Online,Smartphone/Tablet Why I oppose "bro-shaming" for reasons of creative freedom, even though I dislike the "bro" games and culture http://gamasutra.com/blogs/NeilSorens/20141124/230791/Broshaming_its_about_power_not_inclusiveness.php Mon, 24 Nov 2014 03:52:00 EST Motivating Your Indie Team - Pt. 2 - by Katie Chironis http://gamasutra.com/blogs/KatieChironis/20141124/230812/Motivating_Your_Indie_Team__Pt_2.php Production,Indie It's no secret that motivation to finish is the thing which kills nearly every indie game project. But it doesn't have to be that way. Here are some helpful tips on keeping your team together, productive, and moving forward. http://gamasutra.com/blogs/KatieChironis/20141124/230812/Motivating_Your_Indie_Team__Pt_2.php Mon, 24 Nov 2014 03:52:00 EST GameStop & Nintendo: Game devaluation must stop - by Matt Matthews http://gamasutra.com/blogs/MattMatthews/20141121/230684/GameStop__Nintendo_Game_devaluation_must_stop.php Business/Marketing,Console/PC You've heard Nintendo's Iwata say it, and now GameStop's joining in: Don't drive game values to zero. http://gamasutra.com/blogs/MattMatthews/20141121/230684/GameStop__Nintendo_Game_devaluation_must_stop.php Fri, 21 Nov 2014 02:24:00 EST Analysing Gamification with the SAMR Model - by Andrzej Marczewski http://gamasutra.com/blogs/AndrzejMarczewski/20141121/230707/Analysing_Gamification_with_the_SAMR_Model.php Design,Serious SAMR is a great analytical model used by those in education to assess the impact of new technology. It seemed to me like it would be rather handy for gamification as well! http://gamasutra.com/blogs/AndrzejMarczewski/20141121/230707/Analysing_Gamification_with_the_SAMR_Model.php Fri, 21 Nov 2014 02:24:00 EST Ten Years of World of Warcraft - by Raph Koster http://gamasutra.com/blogs/RaphKoster/20141121/230748/Ten_Years_of_World_of_Warcraft.php Design,Console/PC,Social/Online World of Warcraft has now been with us for ten years, dominating the MMO landscape in the Western market. From where did it spring, why was it so successful, and what has its influence been on MMOs? http://gamasutra.com/blogs/RaphKoster/20141121/230748/Ten_Years_of_World_of_Warcraft.php Fri, 21 Nov 2014 02:24:00 EST World of Warcraft: Ten Years of Change - by Laralyn McWilliams http://gamasutra.com/blogs/LaralynMcWilliams/20141121/230752/World_of_Warcraft_Ten_Years_of_Change.php Business/Marketing,Design,Production,Console/PC,Social/Online It's World of Warcraft's tenth anniversary! The game has remained so popular (and profitable) not just because the team working on it is talented and dedicated, but also because they're not afraid of change. http://gamasutra.com/blogs/LaralynMcWilliams/20141121/230752/World_of_Warcraft_Ten_Years_of_Change.php Fri, 21 Nov 2014 02:24:00 EST Bringing Aaaaa! and Jack Lumber to WebGL in the Humble Bundle - by Alex Schwartz http://gamasutra.com/blogs/AlexSchwartz/20141120/230573/Bringing_Aaaaa_and_Jack_Lumber_to_WebGL_in_the_Humble_Bundle.php Business/Marketing,Programming,Console/PC,Indie The team at Owlchemy Labs discusses the process of bringing two Unity-based titles to WebGL using the alpha version of Unity 5 and breaks down the porting process from an engineering and design standpoint. http://gamasutra.com/blogs/AlexSchwartz/20141120/230573/Bringing_Aaaaa_and_Jack_Lumber_to_WebGL_in_the_Humble_Bundle.php Thu, 20 Nov 2014 01:40:00 EST Looking for Apps in all the Right Places - by Nancy MacIntyre http://gamasutra.com/blogs/NancyMacIntyre/20141126/231067/Looking_for_Apps_in_all_the_Right_Places.php Business/Marketing,Smartphone/Tablet Southeast Asia has a mother lode of creative educational game app developers thanks to a strong focus on early learning. http://gamasutra.com/blogs/NancyMacIntyre/20141126/231067/Looking_for_Apps_in_all_the_Right_Places.php Wed, 26 Nov 2014 03:35:00 EST Which New Year's Resolutions Became Reality? - by Koen Deetman http://gamasutra.com/blogs/KoenDeetman/20141126/230938/Which_New_Years_Resolutions_Became_Reality.php Business/Marketing,Production,Indie New year resolutions are great, but how often do we turn them into a reality? Did I really pursue some of them, or have I been too lazy chasing my dreams? A year ago I wrote down 6 new years resolutions and let's see how much of them became a reality! http://gamasutra.com/blogs/KoenDeetman/20141126/230938/Which_New_Years_Resolutions_Became_Reality.php Wed, 26 Nov 2014 02:19:00 EST Leveraging Your Local Library to Levelup Your IndieDev - by Bryan Fisher http://gamasutra.com/blogs/BryanFisher/20141126/230964/Leveraging_Your_Local_Library_to_Levelup_Your_IndieDev.php Business/Marketing,Indie My local library is one of the greatest tools for leveling up all my IndieDev skills. Here are 5 ways I use it. http://gamasutra.com/blogs/BryanFisher/20141126/230964/Leveraging_Your_Local_Library_to_Levelup_Your_IndieDev.php Wed, 26 Nov 2014 02:19:00 EST Socializing a New Member in a Scrum Team - by Jon Clark http://gamasutra.com/blogs/JonClark/20141126/230984/Socializing_a_New_Member_in_a_Scrum_Team.php Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet This blog explores the process of incorporating a new team member into a Scrum team through Group Socialization theory and Agile development methodologies. http://gamasutra.com/blogs/JonClark/20141126/230984/Socializing_a_New_Member_in_a_Scrum_Team.php Wed, 26 Nov 2014 02:19:00 EST 6 Tips to Succeed in Chinese Mobile Game Market - by Patrick Yip http://gamasutra.com/blogs/PatrickYip/20141126/230999/6_Tips_to_Succeed_in_Chinese_Mobile_Game_Market.php Business/Marketing,Smartphone/Tablet Localizing a mobile game isn’t rocket science, but you need to know what you’re doing. In this post, we’ll share six key insights about game localization in China. http://gamasutra.com/blogs/PatrickYip/20141126/230999/6_Tips_to_Succeed_in_Chinese_Mobile_Game_Market.php Wed, 26 Nov 2014 02:19:00 EST The Flow of Grind in Destiny - by Andreas Ahlborn http://gamasutra.com/blogs/AndreasAhlborn/20141126/231020/The_Flow_of_Grind_in_Destiny.php Design,Console/PC How I learned to stop worrying and love the Metagame in Bungies 500M$-Shlooter. http://gamasutra.com/blogs/AndreasAhlborn/20141126/231020/The_Flow_of_Grind_in_Destiny.php Wed, 26 Nov 2014 02:19:00 EST Migi Osu: Postmortem - by Alex Rose http://gamasutra.com/blogs/AlexRose/20141126/231048/Migi_Osu_Postmortem.php Design,Production,Console/PC,Indie An overview of the creation of Migi Osu, a game made for Indies Vs PewDiePie in one weekend at Insomnia53 festival by a group of exhibitors. http://gamasutra.com/blogs/AlexRose/20141126/231048/Migi_Osu_Postmortem.php Wed, 26 Nov 2014 02:19:00 EST Giant Norse Elementals & The 80/20 Rule - by William Dube http://gamasutra.com/blogs/WilliamDube/20141126/231062/Giant_Norse_Elementals__The_8020_Rule.php Design,Production,Console/PC,Indie Why execution matters in game development: the importance of tiny insignificant details. http://gamasutra.com/blogs/WilliamDube/20141126/231062/Giant_Norse_Elementals__The_8020_Rule.php Wed, 26 Nov 2014 02:19:00 EST The Perception of Characters and their Impact on Narrative - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20141125/230983/The_Perception_of_Characters_and_their_Impact_on_Narrative.php Business/Marketing,Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet The main character in any video game can impact how the title is perceived by the gamer and for today's post, we're going to look at some common archetypes for game writing and what they do to the perception of the story. http://gamasutra.com/blogs/JoshBycer/20141125/230983/The_Perception_of_Characters_and_their_Impact_on_Narrative.php Tue, 25 Nov 2014 02:37:00 EST Translating the Bartle Test to the F2P Market - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141125/230896/Translating_the_Bartle_Test_to_the_F2P_Market.php Business/Marketing,Design,Production,Social/Online,Smartphone/Tablet Today's post takes the Bartle Test which was used to describe MMO player mindsets and see if it can be translated to the F2P/Social market. http://gamasutra.com/blogs/UlyanaChernyak/20141125/230896/Translating_the_Bartle_Test_to_the_F2P_Market.php Tue, 25 Nov 2014 01:24:00 EST