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December 20, 2014
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Features » Social/Online
An Explosion Of Social MMO Features: Lucent Heart's Design 3
by mark Quilter [12.15.11]
Gamania's Mark Quilter, product manager for free-to-play MMO Lucent Heart, explains how the need to hook players and serve the community changed the direction of the game towards social features that successfully kept players coming back.
Design, Social/Online

Gamification Dynamics: Choice and Competition 1
by Tony Ventrice [12.14.11]
In the latest of his exploration of different game dynamics which can be harnessed for gamification, Badgeville's Tony Ventrice explores how choice and competition function in games, and how players are affected.
Design, Social/Online

Virtual Justice 23
by Greg Lastowka [12.01.11]
Rutgers University law professor Greg Lastowka looks at whether players can and should be granted legal ownership of virtual items, whether or not there's any existing legal precedent and how the virtual item landscape may change in the near future.
Business/Marketing, Social/Online

The Design of Free-To-Play Games: Part 1 16
by Pascal Luban [11.22.11]
Experienced designer Pascal Luban (Splinter Cell, Fighters Uncaged) breaks down the essential elements of free-to-play game design, clearly illustrating what's required to get players to stick with a game and come back and play again -- and pay.
Design, Social/Online

A Story Of GameLayers, Inc. 10
by Justin Hall [11.10.11]
In 2007 Justin Hall co-founded GameLayers with an ambitious plan to bring an MMO to the Firefox toolbar, before ultimately shutting down in 2009. Gamasutra presents an exhaustive look back at the entire ride.
Business/Marketing, Design, Postmortem, Production, Social/Online

Gamification: Framing The Discussion 26
by Tony Ventrice [11.02.11]
As a prelude to a full-on examination of gamification, Badgeville's Tony Ventrice digs deep into what makes games games, using work that's come before as a basis to explore this new tool -- the first of his ongoing series of articles on gamification.
Design, Social/Online

Social Killer: How DeNA Leads Japan's Market 2
by Christian Nutt [10.28.11]
Gamasutra met with DeNA director Kenji Kobayashi at the company's Tokyo headquarters last month to converse with him about his role overseeing game development for the company, which also includes San Francisco-based subsidiary Ngmoco.
Business/Marketing, Interview, Social/Online

Gameloft's Quest To Be The Mobile Leader 5
by Christian Nutt [10.26.11]
Gonzague de Vallois, the company's senior vice president of publishing, discusses how the company intends to get to the top, and offers his opinion on mobile market trends, discusses his company's dalliances in the handheld console space, and explains its success with casual and hardcore games.
Business/Marketing, Interview, Social/Online, Smartphone/Tablet

We Need Heroes: Inafune Speaks 7
by Brandon Sheffield [10.21.11]
Independent developer Keiji Inafune talks about his new studio concepts, Comcept and Intercept, his feelings on social games, why Japan's publishers are struggling and how "there needs to be something that gets that feeling back."
Business/Marketing, Design, Interview, Social/Online

Fighting A Social Battle: Toshiro Tsuchida Goes GREE 1
by Christian Nutt [10.14.11]
The creator of the Front Mission series, Final Fantasy developer, and Square Enix veteran, tells Gamasutra why he moved from the traditional space to social game developer GREE -- and what he sees as his opportunities and challenges.
Design, Interview, Social/Online