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October 23, 2014
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October 23, 2014
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Updates » Exclusive
Infinifactory and the next generation of the 'Minecraft genre' Exclusive  
by Mike Rose [10.23.14]
Gamasutra speaks with Zach Barth about Infinifactory, and how he's attempting to build the next-generation for the block-building genre.
Console/PC, Indie, Design, Exclusive

Local multiplayer on a global network: Porting Nidhogg to PSN Exclusive  
by Alex Wawro [10.21.14]
Developer Mark Essen speaks to Gamasutra about why he entrusted a third-party studio with the task of porting his tense two-player fighting game to PSN, building a whole new engine in the process.
Console/PC, Indie, Production, Exclusive

Michael Brough continues to carve out his own corner of the App Store with Helix Exclusive 1
by Mike Rose [10.21.14]
Developer Michael Brough has somehow managed to carve out his own little market in the tricky mobile space, with quirky titles like his latest, Helix.
Smartphone/Tablet, Design, Exclusive

A dance with the devil: Jason Rohrer's Cordial Minuet Exclusive 2
by Christian Nutt [10.21.14]
The iconoclastic indie (The Castle Doctrine) explains how his interest in real-money games and poker resulted in a betting game that pits players against each other in a purely skill-based contest.
Console/PC, Indie, Design, Exclusive

Don't Miss: Why ethical free-to-play game design matters Exclusive 106
by Greg Costikyan [10.16.14]
"Consider: Would you rather work for a company that has loyal fans eager to play your game, or a company that assumes games are disposable trash, and players, marks to be fleeced?"
Social/Online, Smartphone/Tablet, Design, Exclusive

Don't Miss: Design wisdom from the man behind Super Mario 3D Land Exclusive 9
by Christian Nutt [10.15.14]
Super Mario 3D Land director Koichi Hayashida reveals how he abandoned much of the series' post-1996 legacy by developing the game as though it were the first 3D Mario title ever made.
Console/PC, Design, Production, Exclusive

Talking Devs Podcast #3: Shadow of Mordor with Mike Bithell and Dan Marshall Exclusive 2
by Mike Rose [10.15.14]
Gamasutra's Mike Rose grabs two British developers -- Thomas Was Alone and Volume creator Mike Bithell, plus Gun Monkeys and Privates dev Dan Marshall -- to talk about Middle-Earth: Shadow of Mordor.
Console/PC, Design, Exclusive

Game Design Deep Dive: The weapon-crafting system of Mercenary Kings Exclusive 10
by Jonathan Lavigne [10.15.14]
I'm going to explain a challenge we had when developing the weapon customization system, and how we solved it. This question was this: "How do we define and balance all stats for 300 gun parts?"
Console/PC, Indie, Design, Exclusive, Deep Dive

One way to spice up a point-and-clicker? Lots of minigames Exclusive 3
by Mike Rose [10.14.14]
A Golden Wake appears to be another classics-inspired point-and-click adventure game. But for developer Francisco Gonzalez, A Golden Wake is his attempt to breathe some new life into the genre.
Console/PC, Indie, Design, Exclusive

With paid coverage, developers share responsibility with YouTubers Exclusive 24
by Mike Rose [10.14.14]
I spoke with Mary Engle, associate director for Advertising Practices at the FTC, about what both YouTubers and publishers should be considering when it comes to disclosure.
Console/PC, Business/Marketing, Exclusive, YouTube

Airships: The beauty of chaos in the clouds Exclusive  
by Mike Rose [10.13.14]
With so many building and crafting games coming out each month, and with many, many more in development, it can be tricky to truly bring something new to the table, that captures attention and rises above the rest.
Console/PC, Business/Marketing, Exclusive, Video

Don't Miss: Finding fourteen different kinds of 'fun' Exclusive 4
by Pierre-Alexandre Garneau [10.13.14]
We talk a lot about 'finding the fun' - but what does that mean, exactly? Why are some things fun while others aren't, and how can game developers use this understanding to perfect their craft?
Console/PC, Design, Exclusive

10 days with the deep-sea bluffing game Subterfuge Exclusive 2
by Mike Rose [10.13.14]
I'm tangled in a web of lies, and I might just get away with it. This is Subterfuge, a mobile real-time strategy game designed by World of Goo's Ron Carmel and Casey's Contraptions' Noel Llopis.
Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive

Here's one way to retain developers between projects: Lab Time Exclusive  
by Alex Wawro, Mike Rose [10.10.14]
German social/mobile game publisher Wooga maintains 'Lab Time' for developers who are between projects, allowing them to work on side projects while they wait to snag a spot on another project.
Console/PC, Social/Online, Production, Exclusive

Building Beyond Earth atop the Civilization codebase Exclusive 2
by Alex Wawro [10.10.14]
The co-designers of Firaxis' upcoming strategy game explain how they went about building the game as designer/programmers, mucking about in the decade-old Civilization codebase in the process.
Console/PC, Design, Exclusive

Don't Miss: How Steam's Discovery update affected game sales Exclusive 26
by Mike Rose [10.09.14]
Last month Valve made one of the biggest changes to its Steam platform ever, adding game recommendations based on a variety of factors, including "Steam Curators."
Console/PC, Indie, Business/Marketing, Exclusive

Game creation for the masses: What's next for Twine Exclusive 2
by Leigh Alexander [10.09.14]
As Twine's version 2.0 enters beta, creator Chris Klimas reflects on the game creation tool whose role and impact he could never have anticipated -- and how many more potential creators remain to be reached.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Design, Exclusive

The Myst-inspired visuals of For Each Our Roads of Winter Exclusive  
by Mike Rose [10.08.14]
Game jam enthusiast Orihaus has been lauded for his visual style in the past. With this is mind, it's not surprising that he's decided to put visuals first with his latest project, For Each Our Roads of Winter.
Console/PC, Indie, Art, Design, Exclusive, Video

Don't Miss: Why we can't prove when Super Mario Bros. came out Exclusive 57
by Frank Cifaldi [10.08.14]
Super Mario Bros. is one of video game history's greatest touchstones. And yet, we don't know exactly when the game came out -- many people can't even agree on the year it was released.
Console/PC, Production, Business/Marketing, Exclusive

Final Fantasy creator finds much to learn from mobile game design Exclusive 1
by Alex Wawro [10.07.14]
Hironobu Sakaguchi speaks to why he's made the jump to iOS and Android development as Mistwalker gears up to launch its first free-to-play mobile RPG with a unique download promotion.
Smartphone/Tablet, Business/Marketing, Exclusive