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Features » Console/PC
Developing An Epic: Nakazato On Lost Odyssey And The Future 2
by Brandon Sheffield [04.21.08]
The surprisingly honest Ray Nakazato heads up Lost Odyssey developer feelplus, and in this in-depth Gamasutra interview he talks in-depth about both the Sakaguchi-overseen Xbox 360 epic and the upcoming Blue Dragon Plus for DS.
Design, Interview, PC, Console/PC, Mobile Console, North America, Asia & India

Digital Bruckheimer: Cameron Brown On Mercenaries 2 1
by Christian Nutt [04.17.08]
The long-awaited Mercenaries 2 is a key title for EA-acquired developer Pandemic - and Gamasutra talks in-depth to creative director Cameron Brown on the game's creation and influences, from Will Wright to Jerry Bruckheimer.
Design, Production, Interview, PC, Console/PC, North America

The History of Panzer Dragoon 4
by Kurt Kalata [04.16.08]
Sega's Panzer Dragoon series proved both short-lived and beloved, with developers and fans alike entranced by the series' unique, organic world view - Gamasutra presents a comprehensive design history of the franchise.

Fewer Mechanics, Better Game 45
by John Nelson Rose [04.15.08]
Do BioShock's complex mechanics actually weaken the game? In the latest Gamasutra feature, gameplay programmer John Rose examines how limiting mechanics can result in stronger play experiences -- tossing aside fashionable notions in favor of an argument for discipline in design.
Design, PC, Console/PC, North America, Asia & India

A Western Initiative: Svensson On Capcom's Digital Future  
by Brandon Sheffield [04.14.08]
Capcom may be best-known for its Japanese-created franchises, from Street Fighter to Devil May Cry, but it's working hard to make Western-focused games and digital download a priority - VP Christian Svensson explains more.
Business/Marketing, Interview, PC, Console/PC, North America, Asia & India

Understanding Free-To-Play: Nexon's Min Kim Speaks Out  
by Brandon Sheffield [04.11.08]
Nexon's free-to-play online game MapleStory has 72+ million users and makes $16 million per month worldwide via microtransactions - but why does it work? Nexon's U.S. director Min Kim talks to Gamasutra.
Business/Marketing, Design, Interview, PC, Console/PC, Mobile Console, North America, Asia & India, Social/Online

Design Language: The Portal Paradoxes 8
by Noah Falstein [04.10.08]
Starting a new design column for Gamasutra, Sinistar co-designer and LucasArts veteran Noah Falstein presents a comprehensive design critique of Valve's acclaimed Portal - from intro to 'Still Alive'.
Design, PC, Console/PC, North America

Moving The Industry Forward: Peter Molyneux Speaks 2
by Christian Nutt [04.07.08]
From Populous to Fable 2, Lionhead's Peter Molyneux has seen a lot, and in this in-depth Gamasutra interview, he discusses why the game biz needs to find more "sweet spots" - as he is hoping to in Fable 2 - to bridge casual and core gamers.
Design, Interview, PC, Console/PC, Mobile Console, North America, Europe & Russia

Postmortem: Saber Interactive's TimeShift 1
by Andrey Iones, Matthew Karch [04.04.08]
PC/console shooter TimeShift debuted late last year after a "strange and convoluted" - but fascinating - development cycle, and in this exclusive Gamasutra postmortem, the creators detail just what went right and wrong in its creation.
Design, Postmortem, Production, Art, Console/PC

Fixing Online Gaming Idiocy: A Psychological Approach 46
by Bill Fulton [04.02.08]
In this in-depth article, Fulton discusses why "the online behavior of [gamers] is dramatically reducing our sales", referencing his social design on titles such as Microsoft's Shadowrun to explain how we can dissuade anonymous Internet idiots.
Design, Production, PC, Console/PC