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Tag archives for Game Design

This Week In Video Game Criticism: The Reticular RPG Conundrum
[We're partnering with game criticism site Critical Distance to present some of the week's most inspiring writing about the art and design of video games from commentators worldwide. This week, Ben Abraham looks at what hidden meanings are behind RPG r...
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...
Square Enix’s Wada: Japan’s Core Gameplay Is Its Weak Spot
Talking to Gamasutra, Square Enix president Yoichi Wada says he believes game design can be split into three axes: the core gameplay element, community features, and the hardware platform it's for. According to Wada, while Japan is in good shape in exe...
Gamasutra Expert Blogs: From Design Programs To Aesthetics Of Social Games
In highlights from Gamasutra's Expert Blogs, industry notables write about diverse topics, including game design education, the difficulties of developing for gesture-based interfaces, and the aesthetics of social games. In our weekly Best of Expert Bl...
Gamasutra Member Blogs: From Towel Metaphors To Successful Villains
In highlights from Gamasutra's Member Blogs, our bloggers write about diverse topics, including towel metaphors, game design programs, and the traits of a successful villain. Member Blogs can be maintained by any registered Gamasutra user, while invita...
Feature: The Travails Of Pressure And Iteration
In Gamasutra's latest feature, Finding The Game In A Sequel To A Sequel To A Sequel, PlayFirst game design manager Patrick Baggatta unravels the complications of the creative process behind Diner Dash 5. The series is one of the most popular and iconic...
GameCareerGuide: Game Design Challenge – Michael Jackson
At E3, Ubisoft announced that it has the rights to do a Michael Jackson game -- and inspired by that info, GameCareerGuide's latest Game Design Challenge asks the site's users to dream up what a new game starring the King of Pop might be. The challenge...
E3 Interview: Bigpoint CEO Hubertz On Battlestar, U.S. Goals

With the Battlestar Galactica MMO set to beta by the end of 2010, Bigpoint CEO Heiko Hubertz explains to Gamasutra at E3 why the U.S. market is "the biggest focus of the entire company". The game, which Bigpoint demoed a "very early build" of to Gamasutra, uses Unity technology to deliver detailed 3D visuals in a browser. It's under development by German studio Art Plant, though Hubertz says "we do the game design and producing ...

Molyneux: ‘Taking A Lot Away From Fable III Actually Adds A Lot To It’

In a new feature-length interview with Gamasutra, Lionhead creative lead Peter Molyneux discusses the trend toward simplicity in game design -- and how removing complexity counterintuitively allows for increased depth in games. "Taking a lot away from Fable III actually adds a lot to it," Molyneux tells us. "We unified that combat system and actually made it much more accessible for the more casual side of Fable III players, and made it much more interesting ...

Molyneux: Current Rapid Innovation Will ‘Make New Genres Happen’

Game design may have suffered from stagnation in the recent past, but it is now in the midst of far-reaching innovation, argues Lionhead Studios creative director Peter Molyneux, who believes "new genres" will emerge out of the intersection of social spaces, motion control, and emotional intent. "There's a lot of forces all coming together at once," says Molyneux, as part of an extensive Gamasutra interview to be published in the coming days. "The hardware manufacturers ...

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