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September 21, 2014
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September 21, 2014
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Features » Social/Online
AAA-Lite Audio: Design Challenges And Methodologies To Bring Console-Quality Audio To Browser And Mobile Games 4
by Rev Dr Bradley Meyer [05.31.11]
In this feature, former console audio director turned mobile and browser director Brad Meyer explains what challenges are presented by these constrained platforms -- and how to get the best results with the tools, budget, and staff size that's required by them.
Audio, Social/Online, Smartphone/Tablet

Unsocial 'Social' Games 37
by Greg Costikyan [05.24.11]
In this feature, veteran game designer Greg Costikyan unpacks whether social games are truly social or they are not -- and having dissected the form, then leaps in with some suggestions on how to make the games more rewarding for players and developers.
Design, Social/Online

Persuasive Games: Exploitationware 95
by Ian Bogost [05.03.11]
In this searing edition of his Persuasive Games column, academic and developer Bogost takes a look at the core tenets of gamification and argues that not only is it not "games" but that the entire discussion must be reframed.
Design, Social/Online

Redesigning Wild Ones into Playdom's Top Game: A Social Game Design Reboot 39
by Joshua Dallman [04.28.11]
Designer Joshua Dallman dives into 10 critical factors in the redesign of Wild Ones, which saw the game transform from a failure into Playdom's top social title, and offers up a comprehensive picture with concrete examples on how to do it.
Business/Marketing, Design, Social/Online

The Necessity Of Making Free-to-Play Moves 11
by Paul Hyman [04.20.11]
Will the emergence of microtransactions and rapid updates inevitably force changes in the console and traditional handheld game space? Three well-informed perspectives on the topic seem to point to "yes", as Gamasutra investigates.
Business/Marketing, Social/Online, Smartphone/Tablet

The Strategic Evolution Of Social Gaming 17
by Kris Graft [04.15.11]
Zynga stunned the industry when it hired veteran PC strategy developer Brian Reynolds to head up its Zynga East studio -- but the success of FrontierVille put to rest any questions about the decision. Here, he and Ensenble co-founder Bruce Shelley chart the future of social games.
Business/Marketing, Design, Interview, Social/Online

The Designer's Notebook: Introducing The Blitz Online 12
by Ernest Adams [04.13.11]
In this installment of the long-running design column, author and game designer Ernest Adams sketches out a design for a new kind of MMOG -- one which takes a specific moment in history and hopes to educate and entertain audiences by bringing it into the light and building sensible, accessible play mechanics around it.
Design, Social/Online

Fixing Final Fantasy XIV: The Yoshida Interview 10
by Christian Nutt [04.01.11]
In this extensive interview, the producer of Final Fantasy XIV, Naoki Yoshida -- brought onto the project to try and rescue it from a disastrous launch -- details the work ahead of him and explains why he thinks he can save the game.
Business/Marketing, Design, Interview, PC, Console/PC, Social/Online

Rift: Building A New Realm 4
by Christian Nutt [03.28.11]
Trion Worlds' first launch, Rift, is an ambitious MMO in a space crowded with also-rans from major studios -- so what sets it apart? Executive producer Scott Hartsman discusses the game in detail -- from design to launch logistics.
Business/Marketing, Design, Interview, Social/Online

Forty-Five Minutes With Five Minutes 7
by Christian Nutt [03.18.11]
In this interview, culled from lengthy discussions with pioneering Chinese social game developer Five Minutes -- creators of early and extremely domestically successful farming game Happy Farm -- you'll find a fresh look at the social gaming market.
Business/Marketing, Design, Interview, Social/Online