Gamasutra.com - All Blogs http://gamasutra.com/blogs/ Gamasutra Blogs Mon, 30 Mar 2015 11:19:18 EDT en-us scarless@think-services.com (Simon Carless) Gameplay Depth versus Variety - by Lewis Pulsipher http://gamasutra.com/blogs/LewisPulsipher/20150330/239930/Gameplay_Depth_versus_Variety.php Design,Console/PC,Indie,Social/Online,Smartphone/Tablet Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games). http://gamasutra.com/blogs/LewisPulsipher/20150330/239930/Gameplay_Depth_versus_Variety.php Mon, 30 Mar 2015 01:30:00 EDT Octodad: Dadliest Catch Post-Mortem Pt. 4: Tech - by Kevin Geisler http://gamasutra.com/blogs/KevinGeisler/20150330/240000/Octodad_Dadliest_Catch_PostMortem_Pt_4_Tech.php Programming,Console/PC,Indie Technical lessons learned from the creation and release of Octodad: Dadliest Catch. http://gamasutra.com/blogs/KevinGeisler/20150330/240000/Octodad_Dadliest_Catch_PostMortem_Pt_4_Tech.php Mon, 30 Mar 2015 01:30:00 EDT The curious alternative distribution of Samorost 2: Newspaper stands. - by Brandon Sheffield http://gamasutra.com/blogs/BrandonSheffield/20150329/239940/The_curious_alternative_distribution_of_Samorost_2_Newspaper_stands.php Business/Marketing,Production,Console/PC,Indie Amanita Design, makers of Samorost, Machinarium, Botanicula and others, took to a curious method to sell games in the Czech Republic: Newspaper stands. http://gamasutra.com/blogs/BrandonSheffield/20150329/239940/The_curious_alternative_distribution_of_Samorost_2_Newspaper_stands.php Sun, 29 Mar 2015 04:47:00 EDT How to Create a Mobile Game Company - by Jovan Johnson http://gamasutra.com/blogs/JovanJohnson/20150327/239909/How_to_Create_a_Mobile_Game_Company.php Create your game company with confidence. Mobile gaming may become the most profitable sector of the gaming industry within the next year. Are you ready? http://gamasutra.com/blogs/JovanJohnson/20150327/239909/How_to_Create_a_Mobile_Game_Company.php Fri, 27 Mar 2015 05:12:00 EDT Games, Stories and Words - by Keith Burgun http://gamasutra.com/blogs/KeithBurgun/20150327/239867/Games_Stories_and_Words.php Design,Console/PC,Indie,Social/Online,Smartphone/Tablet “Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general. http://gamasutra.com/blogs/KeithBurgun/20150327/239867/Games_Stories_and_Words.php Fri, 27 Mar 2015 03:39:00 EDT Sunless Sea Sales and Funding Deep Dive, Part III: Early Access and Final Release - by Adam Myers http://gamasutra.com/blogs/AdamMyers/20150327/239868/Sunless_Sea_Sales_and_Funding_Deep_Dive_Part_III_Early_Access_and_Final_Release.php Business/Marketing,Console/PC,Indie Sales figures for Sunless Sea in early access and after launch, with charts. http://gamasutra.com/blogs/AdamMyers/20150327/239868/Sunless_Sea_Sales_and_Funding_Deep_Dive_Part_III_Early_Access_and_Final_Release.php Fri, 27 Mar 2015 03:39:00 EDT Free to Play: What about Player Skill? - by Adam Telfer http://gamasutra.com/blogs/AdamTelfer/20150326/239548/Free_to_Play_What_about_Player_Skill.php Business/Marketing,Design,Social/Online,Smartphone/Tablet Why do the Top Grossing games on mobile shy away from gameplay that rewards player skill? A discussion about the use of skill in free-to-play mobile games, and how games like Candy Crush Saga control skill for the benefit of long-term retention. http://gamasutra.com/blogs/AdamTelfer/20150326/239548/Free_to_Play_What_about_Player_Skill.php Thu, 26 Mar 2015 02:03:00 EDT PR for F2P Games – presentation from GDC15 - by Thomas Bidaux http://gamasutra.com/blogs/ThomasBidaux/20150326/239771/PR_for_F2P_Games__presentation_from_GDC15.php Business/Marketing,Console/PC,Social/Online,Smartphone/Tablet I wanted to share the presentation I gave this year at GDC during the Free-to-Play Summit. The lectured was framed as PR for F2P games in Europe, but at the end, it was more a “PR for F2P games” in general, with a side of European specific comments in it. http://gamasutra.com/blogs/ThomasBidaux/20150326/239771/PR_for_F2P_Games__presentation_from_GDC15.php Thu, 26 Mar 2015 02:03:00 EDT Why Your Game Company Needs a Marketing Plan - by Jovan Johnson http://gamasutra.com/blogs/JovanJohnson/20150326/239776/Why_Your_Game_Company_Needs_a_Marketing_Plan.php Business/Marketing,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet The basic reason your game company needs a marketing plan? Without a marketing plan, your game(s) will only reach a fraction of your target audience. Learn more. http://gamasutra.com/blogs/JovanJohnson/20150326/239776/Why_Your_Game_Company_Needs_a_Marketing_Plan.php Thu, 26 Mar 2015 02:03:00 EDT User Attribution and Acquisition: The New Age of Acquisition and Marketing (Part Two of Three) - by Dmitri Williams http://gamasutra.com/blogs/DmitriWilliams/20150325/239615/User_Attribution_and_Acquisition_The_New_Age_of_Acquisition_and_Marketing_Part_Two_of_Three.php Business/Marketing,Social/Online This article is the second in a three-part series on user acquisition. http://gamasutra.com/blogs/DmitriWilliams/20150325/239615/User_Attribution_and_Acquisition_The_New_Age_of_Acquisition_and_Marketing_Part_Two_of_Three.php Wed, 25 Mar 2015 01:12:00 EDT Playing Detective or How I Would Fix Danganronpa: Trigger Happy Havoc - by Michael Neel http://gamasutra.com/blogs/MichaelNeel/20150330/240021/Playing_Detective_or_How_I_Would_Fix_Danganronpa_Trigger_Happy_Havoc.php Design An analysis of how detective narrative is handled in Danganronpa: Trigger Happy Havoc with thoughts on how it could be changed to give the player greater agency in solving the cases. http://gamasutra.com/blogs/MichaelNeel/20150330/240021/Playing_Detective_or_How_I_Would_Fix_Danganronpa_Trigger_Happy_Havoc.php Mon, 30 Mar 2015 01:31:00 EDT Avian Apocalypse Post Mortem - by Kevin Morris http://gamasutra.com/blogs/KevinMorris/20150330/239624/Avian_Apocalypse_Post_Mortem.php Business/Marketing,Production,Console/PC,Indie Avian Apocalypse is a 2D platformer/shooter created by a team of 4 developers at SMU's Guildhall over the course of 8 weeks. http://gamasutra.com/blogs/KevinMorris/20150330/239624/Avian_Apocalypse_Post_Mortem.php Mon, 30 Mar 2015 01:30:00 EDT How F2P Summit Restored My Faith in Games (and Humanity) - by Nick Hatter http://gamasutra.com/blogs/NickHatter/20150330/239919/How_F2P_Summit_Restored_My_Faith_in_Games_and_Humanity.php Business/Marketing,Design,Indie,Social/Online,Smartphone/Tablet F2P Summit is London's hidden gem for mobile game and free-to-play developers. Read why... http://gamasutra.com/blogs/NickHatter/20150330/239919/How_F2P_Summit_Restored_My_Faith_in_Games_and_Humanity.php Mon, 30 Mar 2015 01:30:00 EDT PebbleQuest: 25kB of Awesome - by David C Drake http://gamasutra.com/blogs/DavidCDrake/20150330/239932/PebbleQuest_25kB_of_Awesome.php Design,Programming,Art,Indie Postmortem analysis of PebbleQuest, an action-RPG written in C for the Pebble watch, followed by my thoughts on the future of smartwatch gaming. http://gamasutra.com/blogs/DavidCDrake/20150330/239932/PebbleQuest_25kB_of_Awesome.php Mon, 30 Mar 2015 01:30:00 EDT Monday Morning Game Design IV - by Tom Nietfeld http://gamasutra.com/blogs/TomNietfeld/20150330/239955/Monday_Morning_Game_Design_IV.php Design,Programming,Art,Console/PC Part IV of my monday morning game design blog. http://gamasutra.com/blogs/TomNietfeld/20150330/239955/Monday_Morning_Game_Design_IV.php Mon, 30 Mar 2015 01:30:00 EDT Have you done your gamedev legal "spring cleaning" yet? - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20150330/239972/Have_you_done_your_gamedev_legal_quotspring_cleaningquot_yet.php Business/Marketing,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Have you looked at your game development legal situation lately? Game lawyer Zachary Strebeck gives developers a heads-up on some important issues. http://gamasutra.com/blogs/ZacharyStrebeck/20150330/239972/Have_you_done_your_gamedev_legal_quotspring_cleaningquot_yet.php Mon, 30 Mar 2015 01:30:00 EDT Computer science stereotypes as barriers to inclusion for women and how they extend to videogames - by Wai Yen Tang http://gamasutra.com/blogs/WaiYenTang/20150330/239998/Computer_science_stereotypes_as_barriers_to_inclusion_for_women_and_how_they_extend_to_videogames.php Business/Marketing,Social/Online A review of studies in how computer science stereotypes act as psychological barriers to women from majoring to computer science. These barriers are extended to videogames. http://gamasutra.com/blogs/WaiYenTang/20150330/239998/Computer_science_stereotypes_as_barriers_to_inclusion_for_women_and_how_they_extend_to_videogames.php Mon, 30 Mar 2015 01:30:00 EDT Game Jamming During A Game Convention: A Convention Jam Tale - by E Zachary Knight http://gamasutra.com/blogs/EZacharyKnight/20150330/240001/Game_Jamming_During_A_Game_Convention_A_Convention_Jam_Tale.php Business/Marketing,Indie Sleep and sanity? No need for that here. Check out our experience at Super! BitCon as we made a game while visitors got to play games http://gamasutra.com/blogs/EZacharyKnight/20150330/240001/Game_Jamming_During_A_Game_Convention_A_Convention_Jam_Tale.php Mon, 30 Mar 2015 01:30:00 EDT Platform agnostic HTML5 game development and performance - by Matt Allan http://gamasutra.com/blogs/MattAllan/20150330/239953/Platform_agnostic_HTML5_game_development_and_performance.php Programming,Production,Console/PC,Social/Online An investigation into the support and performance levels that game developers can expect from the current generation of consoles running HTML5. http://gamasutra.com/blogs/MattAllan/20150330/239953/Platform_agnostic_HTML5_game_development_and_performance.php Mon, 30 Mar 2015 01:01:00 EDT No one reads text in a tutorial - by Abhinav Sarangi http://gamasutra.com/blogs/AbhinavSarangi/20150330/239974/No_one_reads_text_in_a_tutorial.php Business/Marketing,Design,Production,Indie,Smartphone/Tablet Post talks about our experiences with developing an effective tutorial for our simple 2 button game "I shot the sheriff". We realised that a text based tutorial was ineffective and had to make a gameplay based tutorial whereby players "learned by doing". http://gamasutra.com/blogs/AbhinavSarangi/20150330/239974/No_one_reads_text_in_a_tutorial.php Mon, 30 Mar 2015 01:01:00 EDT