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November 29, 2014
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November 29, 2014
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Updates » Design
Surpringly popular silliness: Migi Osu, a game jam postmortem  
by Gamasutra Community [11.28.14]
"In an alcohol-induced epiphany we suddenly realised that we had a good game idea and the PewDiePie game jam happened to be on the same day, so we got prototyping."
Console/PC, Indie, Design, Production

Blog: The flow of grind in Destiny 7
by Gamasutra Community [11.28.14]
"For decades I was a firm opponent of grinding in video games. And now Destiny has challenged all these dearly held beliefs of mine."
Console/PC, Design

Bottomless IAPs: Balancing profit with consumer value 4
by Gamasutra Community [11.27.14]
"The negative stigma from bottomless IAPs is the fact that most of them don't provide value to the player but take time and money away from them."
Smartphone/Tablet, Design, Business/Marketing

Get ready for another Train Jam game jam in 2015  
by Alex Wawro [11.26.14]
Tickets for the second annual Train Jam, which will once again take place across 52 hours on a train from Chicago to San Francisco in advance of GDC 2015, are expected to go on sale today.
Indie, Design

How important is 'clean' gameplay? 8
by Gamasutra Community [11.26.14]
"Once the gameplay became looser, the level of tuning required to make the game feel good changed, and it diluted the fundamental requirements for making jump and shoot gameplay as pristine as possible."
Console/PC, Indie, Design

Positively horrifying 2
by Gamasutra Community [11.26.14]
"The horror fan wants blood because the horror fan is bleeding. The horror fan wants Isolation because the horror fan only knows isolation."
Console/PC, Design

Fight toxic online behavior with insight from Riot at GDC 2015  
by Staff [11.26.14]
Riot's social systems expert Dr. Jeffrey Lin returns to GDC 2015 in March to share data that will help you meet the challenge of designing your games to inhibit toxic online player behavior.
Console/PC, Design, GDC

Don't Miss: Watch Ron Gilbert's GDC postmortem of Maniac Mansion 6
by Staff [11.25.14]
As Thimbleweed Park hits its Kickstarter goal, watch this loving and detailed look back at the game that started it all: Ron Gilbert and Gary Winnick's Maniac Mansion.
Console/PC, Design, Production

This Week in Video Game Criticism: From Advanced Warfare to Ikea Game Design  
by Zolani Stewart [11.25.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Zolani Stewart on topics ranging from a second look at Call of Duty: Advanced Warfare to game design notes from the Ikea showroom floor.
Console/PC, Social/Online, Design

Quality of life for online game players: Ron Carmel on Subterfuge's design  
by Gamasutra Community [11.25.14]
"One of our primary goals with Subterfuge is to Respect the playerís time (with a capital R). We want every minute a player spends in the game to be meaningful and interesting."
Smartphone/Tablet, Design

Don't Miss: The Witness artist reminds us to keep it simple Exclusive 8
by Alex Wawro [11.24.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Console/PC, Indie, Art, Design, Exclusive

American McGee takes casino games for a spin Exclusive  
by Mike Rose [11.24.14]
American McGee and his team at Spicy Horse has once again shifted strategy, teaming up with gambling game company Odobo to add slot games to McGee's previously Kickstarted action game Akaneiro: Demon Hunters.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, Exclusive

Charting distinctive features in games 1
by Gamasutra Community [11.24.14]
An academic look at how "distinctive features" open up games to study: "Games are as diverse as the humanity that created them. This means that trying to sort games in definite, discrete categories is fruitless."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Quit the grind: New ways to 'level' in RPGs 63
by Gamasutra Community [11.24.14]
"The problem is that grinding is hard to avoid in the standard RPG formula where each battle pushes you closer to the big 'level up.' Many classic RPGs have explored alternatives here, too."
Console/PC, Design

World of Warcraft: Ten years of change  
by Gamasutra Community [11.24.14]
MMO designer Laralyn Williams reflects: "I immediately knew what I wanted to talk about: the flexibility and responsiveness of the development team."
Console/PC, Social/Online, Design, Production, Business/Marketing

Ten years of World of Warcraft 16
by Gamasutra Community [11.24.14]
Raph Koster looks back at the MMO juggernaut: "If anything, itís possibly the biggest game design achievement in all of virtual world history."
Console/PC, Social/Online, Design

Blog: Thoughts on Practice, the NYU game conference  
by Gamasutra Community [11.21.14]
Designer Keith Burgun attended this year's conference: "While each Practice conference has evolved somewhat from the last, I feel that the one thing that itís always had in common was this element of risk-taking."
Console/PC, Smartphone/Tablet, Indie, Design

Don't Miss: Is there life after World of Warcraft? 2
by Neils Clark [11.21.14]
Are MMO populations 'tribal', and if so, what's the next tribal shift after World of Warcraft? In this 2007 feature, academics including Henry Jenkins and Edward Castronova discuss the future of online worlds.
Console/PC, Social/Online, Design, Business/Marketing

When scope gets away from you: The trials of Glork and Potatoman 5
by Gamasutra Community [11.21.14]
"Will our backers be upset that we cut the scope so much? Will they even care? the response was essentially 'Cool game, thanks for finally delivering it.'"
Console/PC, Indie, Design, Production

The Blue Flamingo: The 8 meter game filmed on a dolly track Exclusive 1
by Mike Rose [11.21.14]
Shelter studio Might & Delight surprised many this week, launching a new game on Steam right out of the blue.
Console/PC, Indie, Design, Exclusive, Video