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May 24, 2013
Beer and Diversity
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Want To Help Stop Youth Cyberbullying? Let Your Kids Raid More.
Tenets of Videodreams, Part 1: Exploration
We're Indie, we like Microsoft. Too Controversial?
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Features
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May 24, 2013
World of Warcraft
and Life After
Cataclysm
[
52
]
The F-Words Of MMOs: Free-To-Play
[
20
]
Crucial Demands: What MMO Developers Require From Publishers
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May 24, 2013
12 Million Downloads
after 1 Year in the
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Global Games Market Grows
6% to $70.4bn in 2013
Sharpen Your Battle Axes
and Prepare to
Pillage!...
Active Soccer - Indiegogo
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Develop in Brighton
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07.11.2013
Casual Connect USA 2013
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07.30.2013
GAME DEVELOPMENT FOR SOFTWARE ENGINEERS
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Features
Features
» Social/Online
World of Warcraft
and Life After
Cataclysm
52
by
Michael Thomsen
[08.31.11]
MMO juggernaut
World of Warcraft
has been shedding subscribers at an unexpectedly high rate since the launch of its latest expansion -- but what's the cause, and can anything be done to stem the tide? Gamasutra speaks to Blizzard, academics, and players.
Business/Marketing
,
Interview
,
Social/Online
The F-Words Of MMOs: Free-To-Play
20
by
Simon Ludgate
[08.16.11]
In the third installment of his feature series, Simon Ludgate examines the evolution of the free-to-play MMO, and how games can implement -- or how they
should
implement -- different monetization schemes for best economic benefit and user satisfaction.
Business/Marketing
,
Design
,
Social/Online
Crucial Demands: What MMO Developers Require From Publishers
 
by
Frank Cartwright
[07.28.11]
Frank Cartwright, SVP of Product and Platform Development for GamersFirst, discusses what is absolutely essential in a developer / publisher relationship for an MMO.
Business/Marketing
,
Social/Online
The Man Every Facebook Developer Wants To Know
3
by
Christian Nutt
[07.27.11]
Gamasutra recently got a chance to sit down with Facebook's Sean Ryan, the social network giant's director of games partnerships, to find out what the company is doing for developers now that it has a team dedicated to improving the infrastructure and fielding requests.
Business/Marketing
,
Interview
,
Social/Online
The F-Words Of MMOs: Faucets
26
by
Simon Ludgate
[07.21.11]
In this, the second part of a three-part series, MMO economy expert Simon Ludgate examines the concept of faucets -- how money comes into the game and goes back out again, making some surprising revelations about what's truly crucial to a healthy game economy.
Design
,
Social/Online
The F-Words of MMORPGs: Fairness
29
by
Simon Ludgate
[07.05.11]
In this first installment of his look at how MMO economies function, Simon Ludgate speaks to Richard Garriott and other notable developers to hone in on the concept of fairness: how have developers preserved or destroyed it, and what effect does it have on players?
Design
,
Social/Online
The Next Wave of Free-to-Play: Licensing
3
by
Paul Hyman
[06.16.11]
In this feature, Gamasutra speaks to CrowdStar, Bigpoint, and Gazillion about the opportunities and, in their opinions, increasing necessity to incorporate licensed content in free-to-play games, as a way to build engagement in a competitive marketplace.
Business/Marketing
,
Social/Online
The Right Amount Of Depth: Lord British Goes Social
4
by
Brandon Sheffield
[06.10.11]
Lord British holds court on his plans for his social games developer Portalarium, describing his thoughts on game design and UI, audience and testing, and explaining why he no longer plays the "kinds of games you might think I would make" anymore.
Design
,
Interview
,
Social/Online
Location Awareness in Mobile Games: Uses & Advantages
 
by
Will Luton
[06.09.11]
In this article, Will Luton, creative director of UK iOS game studio Mobile Pie, which developed the location-aware
My Star
, describes how this technology helps bring players back for microtransaction monetization opportunities.
Social/Online
,
Smartphone/Tablet
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
1
2
3
4
5
6
7
8
9
10
[
Next 10 > >
]