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November 23, 2014
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Features » Social/Online
Giving Your Players a Voice: Lessons from EVE Online 6
by Alexander Gianturco [03.15.12]
Alexander "The Mittani" Gianturco, chairman of the Council of Stellar Management -- EVE Online's player government -- writes here about the opportunities and dangers of enabling your player base to have direct representation and contact with the development team.
Business/Marketing, Design, Social/Online

What's Happening to Kids' Games? 9
by Paul Hyman [03.13.12]
What happened to the big kids licensed console game market? It may be gone forever, it seems, and in this feature, Sulake's Paul LaFontaine, iWin's Laralyn McWilliams and kids' game consultant Carla Engelbrecht Fisher explain what's really going on.
Business/Marketing, Social/Online, Smartphone/Tablet

Sponsored Feature: Six Best Practices for Retooling Your Virtual Goods Payment System to Increase Conversions 2
by PlaySpan [03.02.12]
This article describes several best practices for increasing conversions, compiled from the real-world experiences of some of the world’s leading purveyors of online virtual goods.
Sponsored Feature, Social/Online, Smartphone/Tablet

Gamification Dynamics: Identity and Story 7
by Tony Ventrice [02.20.12]
What dynamics of games can be used in gamification, and how can they be used? Badgeville's Tony Ventrice has identified several, and in this latest installment of his series, explores how identity and story function in games.
Design, Social/Online

What Makes Social Games Social? 4
by Matt Ricchetti [02.17.12]
The former executive producer of Kabam's Kingdoms of Camelot breaks down social interaction as expressed in casual social network games and hardcore MMOs into a set of heuristics that can be applied to your designs, to see how they support social play.
Social/Online

Tearing Down Barriers: How to Bring MMO Players Together 12
by Simon Ludgate [02.15.12]
In this analysis, MMO man Simon Ludgate takes a look at how different developers have both erected and destroyed barriers to players actually playing together in the MMORPG genre -- breaking them down into two different types, and suggesting a path forward to building strong player bases.
Social/Online

Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics 8
by Tim Fields, Brandon Cotton [02.10.12]
Exactly what defines a successful virtual item? Certain Affinity's Tim Fields and Portalarium's Brandon Cotton examine the different types of items that players buy and why -- taking a look at successful games on the market and exploring players' mindsets.
Design, Social/Online

SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 13
by Justin Kan [02.06.12]
TwitchTV co-founder Justin Kan explains how his company uses video streaming to reach a large audience, and how you can capitalize on the fact that "your players are creating and distributing video about your game for you.”
Business/Marketing, Sponsored Feature, Social/Online

Postmortem: Appy Entertainment's SpellCraft School of Magic 6
by Paul O'Connor [02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously.
Business/Marketing, Design, Postmortem, Production, Art, Indie, Social/Online, Smartphone/Tablet

Talking Copycats with Zynga's Design Chief 75
by Kris Graft [01.31.12]
Amid the heated discussion over "copycatting" and plagiarism in the games industry, Brian Reynolds, industry veteran and chief game design chief at FarmVille house Zynga talks to Gamasutra about inspiration, rip-offs and how he feels Zynga drives innovation in this exclusive interview.
Design, Social/Online