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April 25, 2015
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April 25, 2015
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Updates » Design
The problem with flow 3
by Gamasutra Community [04.21.15]
"Games arenít autopilot for happiness. That doesn't exist. They reveal life by giving it a basis for comparison. A fish doesnít know itís in water until you snatch it out."
Console/PC, Smartphone/Tablet, Indie, Design

Pay-To-Flay: Examining microtransactions in Mortal Kombat X Exclusive 30
by Alex Wawro [04.21.15]
F2P monetization mechanics are seeping into premium game design, and with Mortal Kombat X selling "Easy Fatality" consumables, Gamasutra asks: how do you monetize without compromising game design?
Console/PC, Design, Business/Marketing, Exclusive

Video: Deconstructing Valve's advanced VR rendering techniques  
by Staff [04.20.15]
Valve has been experimenting with VR headsets since 2013, and at GDC 2015 engineer Alex Vlachos shared what he and his fellow Valve colleagues have learned about advanced VR game rendering.
Console/PC, Programming, Design, Video, ADC

Don't Miss: 7 ways game designers break their own hearts 31
by Gamasutra Community [04.20.15]
"Itís a cliche to say designers are 'passionate' about games. Itís fun, at first. The honeymoon period is wonderful, and we try to stretch it out as long as possible. And then the work begins."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Novels to video games: Taking the leap 3
by Gamasutra Community [04.20.15]
"I love video games. I began building a story with, in retrospect, a comical level of naivetť. One of the first unexpected emotions to hit was guilt."
Indie, Design

This Week in Video Game Criticism: From the pastoral of Harvest Moon to the politics of Pokemon Snap  
by Zolani Stewart [04.20.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Zolani Stewart on topics ranging from the pastoral settings of Harvest Moon to the politics of Pokemon Snap.
Console/PC, Indie, Design

A Jedi saga: Developing Star Wars Galaxies 16
by Gamasutra Community [04.20.15]
Raph Koster pens an extensive and revealing look back at the design of the controversial but beloved MMO he worked on at Sony Online Entertainment: Star Wars Galaxies.
Console/PC, Social/Online, Design

Towerfall Ascension, and what character choices mean to players 9
by Christian Nutt [04.17.15]
A look at Towerfall Ascension's diverse but mechanically indistinguishable roster, and why player choice matters -- including some observations from developer Matt Thorson.
Console/PC, Indie, Art, Design

Video: How BioWare built enough content to fill The Old Republic  
by Staff [04.17.15]
At GDC Online 2011, BioWare's Georg Zoeller uses Star Wars: The Old Republic to explain how spatial analysis can be used to support a rapid content iteration process during the late stages of MMO development.
Console/PC, Social/Online, Design, Production, Video, Vault

A Tale of Tales on the politics and interior design of Sunset  
by Konstantinos Dimopoulos [04.17.15]
Longtime indie developer Auriea Harvey speaks to our sister site IndieGames.com about the design, goals and politics of Tale of Tales' upcoming first-person game Sunset.
Console/PC, Indie, Art, Design, Production

Blog: Change your game designers' lives with faster data 1
by Gamasutra Community [04.17.15]
The road to faster, more complete analytics: From a bad solution to a better one, and onward from there -- this post explores the advantages of delivering more data more quickly.
Smartphone/Tablet, Programming, Design, Business/Marketing

How to make a Rapture 10
by Christian Nutt [04.17.15]
Dear Esther studio The Chinese Room's new first-person experience is set in a quaint town where everyone's disappeared. The developer talks here about prototyping and delivering story-as-gameplay.
Console/PC, Indie, Design

Blog: Design, doubt, and the scientific method 1
by Gamasutra Community [04.16.15]
"A problem I frequently face when designing a new game is intense anxiety from not having answers to all its design problems at all times. It's a cycle of obnoxious mood swings."
Console/PC, Indie, Design

Why habit formation is the key to long-term retention 10
by Gamasutra Community [04.16.15]
"As you know, habits are mechanical. A player who gets used to coming back to your game will most likely keep coming back to your game. It is that simple."
Smartphone/Tablet, Design, Business/Marketing

Learn about player behavior and DX12 tech in first GDC Europe 2015 talks  
by Staff [04.16.15]
A nuts-and-bolts Vulkan/DX12 talk from AMD and a frank look at how player psychology affects game design are the first of many talks at GDC Europe 2015 this August in Cologne.
Console/PC, Programming, Design, GDC Europe

Video: Designing for exploration and choice in Firewatch  
by Staff [04.15.15]
Campo Santo team members Nels Anderson and Jake Rodkin speak at length about how Firewatch is being designed to tell a story and allow meaningful player exploration/choice -- without combat.
Console/PC, Design, Video, Vault

Don't Miss: Riot's League of Legends postmortem 15
by Christian Nutt [04.15.15]
Leaders from the development team behind League Of Legends share what they learned from building and running their community-centric game during GDC 2011's Social & Online Games Summit.
Console/PC, Social/Online, Art, Design, Production, Business/Marketing

Balancing multiplayer games: Opportunity, power, and relativity  
by Gamasutra Community [04.15.15]
How Company of Heroes 2's balance is managed: "These concepts are based on the same processes players will employ when trying to determine their best course of action."
Console/PC, Design

AI hiding among AI: Chris Hecker on SpyParty's devious single-player  
by Phill Cameron [04.15.15]
We talk to Chris Hecker about the surprising choice to make a single-player mode for his player vs player game of deception and suspicion, Spyparty.
Console/PC, Indie, Programming, Design

Crafting AI for a symmetric asynchronous multiplayer game 2
by Gamasutra Community [04.14.15]
How we've achieved a continuously-learning adaptive AI that fights for the players whenever they're not online, in the new symmetric, asynchronous multiplayer game mode of CastleStorm.
Programming, Design