Games from the Trash: The History of the TRS-8020 by Dale Dobson[11.26.12]
Radio Shack's first computer was an underpowered but accessible and affordable unit -- and as with nearly any platform, quickly became home to games. In this retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else.
Business/Marketing, Design
Hey Baby, Do You Dyad? A Letter Series4 by Quintin Smith, Leigh Alexander[11.22.12]
Girl Game Critic, ambivalent about Dyad, meets Boy Game Critic, Dyad fan. What follows is their exchange of letters on the game, probably containing some insight on how people evaluate, understand and interpret games in the context of real life.
Design
How Can Gameplay Allow Players to Get Creative?30 by Eddy Léja-Six[11.20.12]
How can creativity be brought into games -- is it even possible? Designer Eddy Léja-Six examines the nature of both creativity and games to get to the bottom of the question: which games allow for creativity, and how do they encourage it?
Design
When Players Make the Rules: On Memes and the Meta-Game29 by Nils Pihl[11.15.12]
Are players pushing your game in directions you never intended it to go? In this article, Gamasutra explores how games like StarCraft II and Call of Duty: Modern Warfare encourage good and bad player behaviors.
Design
The Making of Warcraft's Multiplayer7 by Patrick Wyatt[11.12.12]
In the continuing saga of the development of the game that made Blizzard's name, Patrick Wyatt discusses the first-ever online multiplayer match of the RTS, as well as explaining exactly how the developer finally got the funds to pursue the game that would make its name.
Design, Social/Online