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July 29, 2014
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July 29, 2014
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Updates » Design
The beautifully intricate dollhouse of Else Heartbreak Exclusive 3
by Leigh Alexander [07.15.14]
Erik Svedäng and Niklas Åkerblad talk Else Heartbreak, a story-driven game set in the fictional harbor town of Dorisburg: "a strange kind of homemade Grand Theft Auto, without any guns or cars."
Console/PC, Indie, Programming, Art, Design, Exclusive

Video: Understanding the successful relaunch of Final Fantasy XIV  
by Staff [07.14.14]
Final Fantasy XIV: A Realm Reborn director Naoki Yoshida speaks candidly at GDC 2014 about how Square Enix stumbled when launching their second big MMORPG -- and how it found its footing.
Console/PC, Social/Online, Programming, Art, Design, Production, Business/Marketing, Video, Vault

Don't Miss: The origin story of Divinity: Original Sin Exclusive 7
by Alex Wawro [07.14.14]
"We always wanted to make an old-school PC RPG with multiplayer," says studio founder Swen Vincke. "We never managed to sell it to a publisher in the past; every time we proposed, it was refused."
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Book extract: An Architectural Approach to Level Design 4
by Gamasutra Community [07.14.14]
"Architectural techniques and theories for level designers to use in their own work, practical elements of how designers construct space are addressed along with experiential elements of how and why humans interact with this space."
Console/PC, Art, Design

To feel like the good or bad guy: The role of empathy  
by Gamasutra Community [07.14.14]
A look at a study where two experiments were conducted "to examine how playing a prosocial versus antisocial videogame might affect prosocial behaviors, and how empathy acts as a potential moderator between them."
Console/PC, Social/Online, Design

Redesigning combat in DC Universe Online 1
by Gamasutra Community [07.14.14]
"There were two challenges -- our ongoing need to create fun, rewarding content that players will want to repeat, and a new feature -- Weapon Mastery -- that would expand and deepen our well-established action combat system."
Console/PC, Design, Production

'How has the popularity of eSports affected how you make games?'  
by Christian Nutt [07.11.14]
With EVO going on this weekend, Gamasutra's staff began to wonder how the rise of professional, competitive play is affecting how developers make games -- so we asked.
Console/PC, Social/Online, Indie, Art, Design, Production, Business/Marketing

Video postmortem: Deconstructing the success of Puzzle & Dragons  
by Staff [07.11.14]
GungHo Online CEO Kazuki Morishita took the stage at GDC 2014 to give a polite, measured look back at how the game was designed to entice players while generating sustainable profit.
Smartphone/Tablet, Programming, Art, Design, Production, Video, Vault

Learning about our own universe by modeling it in Elite: Dangerous 2
by Alex Wawro [07.11.14]
The New Yorker investigates how the virtual universe generated in Elite: Dangerous based on actual astronomical data is helping us better understand our own place in the galaxy.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Interactive mountain 17
by Gamasutra Community [07.11.14]
Raph Koster on Mountain and how we relate to games: "Mountain is in some ways a direct challenge to those who see interactivity as about the player’s inner life."
Console/PC, Smartphone/Tablet, Indie, Design

Don't Miss: Let's revisit Final Fantasy X! Anyone? Exclusive 59
by Leigh Alexander [07.11.14]
Games remember who we were when we played them. Leigh Alexander revisits Final Fantasy X -- and puzzles over the lost heyday of big Japanese roleplaying games.
Console/PC, Art, Design, Exclusive

Frustration, aggression, games, and real-world violence 3
by Gamasutra Community [07.11.14]
"Much to the annoyance of many, whether video game violence causes real-world violence is a frequently studied topic in psychology. A definitive answer to this question, though, is still missing."
Console/PC, Design, Business/Marketing

Solving the indie content problem 20
by Gamasutra Community [07.11.14]
"With three main developers and a project timeframe of 12 months we need to make smart decisions about how we will create enough content for our game. I see the same problem crop up with a lot of other indie friends."
Console/PC, Indie, Design, Production

Postmortem: DC Universe Online DLC  
by Gamasutra Community [07.11.14]
"Looking back, I can proudly say that we did many things with this DLC really well... I’ll run you through a few of the strongest aspects of the DLC as well as some of the key learnings."
Console/PC, Design, Production

Blog: Monetization in the UK's #1 iOS sports game 1
by Gamasutra Community [07.11.14]
"Top Eleven is the #1 top grossing sports game in the UK today. Tomorow it is likely to stay this way. To learn from the best we have invited Nebo Radovic, the marketing manager, to talk about how Nordeus markets Top Eleven."
Smartphone/Tablet, Design, Business/Marketing, Mobile Games

Obituary: Star Wars Galaxies designer Ben Hanson 4
by Christian Nutt [07.10.14]
Gamasutra has learned that the lead content designer of Star Wars Galaxies: Jump to Lightspeed expansion has passed away.
Console/PC, Design

Don't Miss: The metrics aren't the message 26
by Laralyn McWilliams [07.10.14]
Industry veteran Laralyn McWilliams explains how a pivotal moment in her life showed her that over-reliance on analytics and player friction in games isn't the answer.
Console/PC, Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing

GDC Next debuts talks on Adrift and the value of failing fast  
by GDC Staff [07.10.14]
GDC organizers debut talks from industry veteran Laralyn McWilliams and Adr1ft developer Adam Orth for the future-focused GDC Next show, which will be held in Los Angeles this November.
Console/PC, Social/Online, Indie, Art, Design, Production, GDC Next

6 things I learned from indie development 11
by Gamasutra Community [07.10.14]
"In making Bain's Redemption, I came into the project as a programmer. Eventually, I found myself doing design, business, marketing, and even some art."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

GDC Europe 2014 adds Below, Assassin's Creed talks  
by GDC Staff [07.10.14]
Designers from Capybara Games and Ubisoft join the lineup of speakers exploring the art and business of games at GDC Europe 2014 this August in Cologne.
Console/PC, Indie, Art, Design, Production, Business/Marketing, GDC Europe