The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot  |
| Posted by Josh Bycer on 02/08/12 04:27:00 pm
in
Game Design
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| In this first of several parts aimed at Action RPG design, I examine the use of loot as a motivator. |  |
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| Xbox LIVE Indie Games at it Again |
| Posted by Benjamin Quintero on 02/08/12 03:02:00 pm
in
Console/PC
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| There has been a lot of buzz (again) around Microsoft's attempts to bury anything under their Dashboard that isn't a Zune or Doritos advertisement. |  |
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Merging Waterfall and SCRUM  |
| Posted by Timothy Ryan on 02/07/12 06:15:00 pm
in
Production,
Console/PC
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| How to marry both methods of scheduling and the benefits of doing both |  |
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Business Post Mortem: Wolf Toss: Pre-launch Planning & Blended CAC  |
| Posted by Mike Arcuri on 02/07/12 08:56:00 am
in
Business,
Smartphone/Tablet
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| This post first covers our goals for the game and the promotion budget we set to achieve them. Then it discusses our strategy for standing out in a crowded field and our results. |  |
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Minmaxing - Is turn-based fun anymore?  |
| Posted by Wesley Paugh on 02/06/12 04:14:00 pm
in
Game Design
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| Are turn-based games less fun when a programmer does his best to win? |  |
| Read More... | 53 Comments |
| PRICED TO DIE |
| Posted by Brent Knowles on 02/06/12 03:11:00 pm
in
Business,
Indie,
Smartphone/Tablet
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| This is a repost from a recent article on my blog that generated some interesting discussion. It discusses app development as well as the new surge in self published fiction. Original post is here: http://blog.brentknowles.com/2012/01/20/priced-to-die |  |
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| Meandering Ramblings From the Tabletop |
| Posted by Craig Ellsworth on 02/08/12 05:26:00 pm
in
Game Design
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| Wherein I babble about board games and videogames, friends and strangers, roleplaying and abstraction, and ultimately wonder if it's possible to create a single-player board game the way we create single-player videogames. Know any? |  |
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| Game Dev Therapy: Advice For Aspiring Developers |
| Posted by Pat Flannery on 02/08/12 02:27:00 pm
in
Game Design
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| So you want to get started making your own video games, eh? Well there’s a few things that you should know before you dive headfirst into what is a vast and deep ocean of possibilities. Let this article, along with our advice compilation video, guide you. |  |
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Game Usability Testing for Indies: It’s Easier than you Might Think! (Part 1)  |
| Posted by Maria Sifnioti on 02/08/12 11:00:00 am
in
Game Design,
Production,
Indie,
Smartphone/Tablet
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| Tips in doing usability sessions for your mobile game, from our indie studio. This is Part 1 in "Games Usability for Indies" and deals with hardware and software equipment. We give examples from A Clockwork Brain, our most recent game for iOS. |  |
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What are the top ten features for mobile games?  |
| Posted by Guy Redwood on 02/08/12 04:37:00 am
in
Game Design,
Smartphone/Tablet
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| In just over 10 years mobile gaming has gone from Snake II on a Nokia 3310 to a multi-billion dollar industry, but what makes a handset or tablet-based game great? What problems can hinder the experience? Usability experts SimpleUsability found out. |  |
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A World Without Reckoning  |
| Posted by Eric Schwarz on 02/08/12 01:41:00 am
in
Game Design,
Console/PC
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| Kingdoms of Amalur provides players with a huge world to explore, but its sheer scale comes at a cost to the quality of the experience. |  |
| Read More... | 3 Comments |
| Lean Games |
| Posted by Rob Lockhart on 02/08/12 01:30:00 am
in
Game Design
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| An essay on how lean principles might be applied to a particular style of game design and development. |  |
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