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Tag archives for feature interview

The Witcher 2: Nuances Of Morality, Sexuality Crucial To Storytelling
Senior producer Tomasz Gop of The Witcher 2 CD Projekt RED says that Heavy Rain was a positive influence and Mass Effect 2 a negative one in developing the RPG sequel. "I thought the sex in Heavy Rain was something that fit the game," says Gop in a new...
Cryptic’s Emmert: Neverwinter Business Model Still Up In The Air
Cryptic Studios' upcoming online co-op game Neverwinter won't be an MMO like the studio's past efforts, but COO Jack Emmert told Gamasutra in a feature interview that a business model with MMO-like recurring fees could still be a possibility. Emmert sa...
Freedom, Player Movement, And Accessibility Key To City Of Heroes’ Success
As part of a new Gamasutra feature interview, art lead David Nakayama and senior producer Jesse Caceres explain how the six year old MMO has continued to entertain an audience for so long. This week, NCsoft will release Paragon Studios' Going Rogue, th...
Activision: Indie Contest Participants Maintain Game Ownership
Activision SVP of development Laird Malamed clarified in a new Gamsutra feature interview that participants and winners in the publisher's new indie game competition will still be able to maintain ownership of their game properties. "I think there's be...
XCOM Creative Director Pelling: Emotions Make A Sequel
2K Marin creative director Jonathan Pelling describes, in a new Gamasutra feature interview, how the dual 2K Marin teams working on the upcoming XCOM hope to refer back to the popular '90s PC strategy series as it transfers genres to first person shoot...
Mortal Kombat’s Ed Boon: Violence Is No Longer Shocking In Games
As part of Gamasutra's latest feature interview, Mortal Kombat co-creator Ed Boon talks about game violence, while currently working on the latest iteration of the notoriously gory, 18-year-old franchise for Warner Bros. While the original game in the ...
Demiurge: Creativity Is Key, But So Is Pragmatism
Albert Reed, studio head of Demiurge Studios, holds a view that while creativity is key in coming up with game concepts, so is honing those concepts for marketability and skills, as part of a Gamasutra feature interview. Says Reed, "I think in the game...
Deus Ex 3 Director: Getting Team Support For Player Choice Can Be Challenging
In Gamasutra's latest feature interview, Deus Ex: Human Revolution director Jean-Francois Dugas says that getting support from team members at Eidos Montreal was more challenging given the game's player agency. Says Dugas, "You're used to thinking that...
Spector: Meaningful Choice Is Audience-Friendly
Deep gameplay won't scare off players, says veteran designer Warren Spector. In a new Gamasutra feature interview, he champions player choice as more expansive and rewarding for a wide audience. "From the day I started really thinking about this consci...
Gilbert: DeathSpank Could Pave The Way For More Downloads With ‘Real Meat’
Veteran game designer Ron Gilbert (Monkey Island series) hopes that his latest game, DeathSpank -- more robust than many download-only titles -- can help pave the way to a new ecosystem for digital. The game design did not change simply because the gam...
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