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Tag archives for problem

TIGA Warns Of UK Skills Shortage, Females Under-Represented
Only 10 percent of entrants for the most recent A-Level qualification testing are female -- just one problem that could lead to a narrowing talent pool for the UK's game industry, says TIGA, the region's trade body representing game developers. The A-L...
Internal Debate At Nintendo Over Social Acceptance Of Games
One of Nintendo's core strategies with the Wii and DS has been to appeal to a wide audience through accessible gameplay, intuitive hardware and family-friendly intellectual properties. But company president and CEO Satoru Iwata said if the company want...
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...
Opinion: Sequel Syndrome – How Do Follow-Up Games Shine?
[In this Gamasutra opinion piece, UK-based writer Lewis Denby examines sequels, the problem so many of them face, and a game to keep the idea of brilliant follow-ups alive.] Do you know what was a dismally unexciting game for me? I do. It was BioShock ...
THQ: 3DS Includes Technology ‘To Really Combat Piracy’
The Nintendo DS software market is often reported as being more heavily affected by piracy than its home console cousins, so third-party software publishers welcome Nintendo's claims that its upcoming 3DS handheld would be a tougher nut to crack -- and...
Analysis: Can’t Someone Else Do It? AI Advisors In Strategy Games

[Examining design issues and gamer experience within the strategy genre, writer Troy Goodfellow looks at how two different games approach the problem of AI advisors.] Though not the dominant genre it once was, strategy designers still beat at the same problems that faced Bunten, Meier and Tiller in the genre's heyday. At their best, these are games about planning and understanding systems, not simply reacting to the newest thing on your screen. Strategy gamers love ...

Super Meat Boy’s McMillen Explains ‘Why So Hard?’

[In this analysis and historical retrospective, Super Meat Boy co-creator Edmund McMillen discusses approaches to difficulty in games, and explains how his game addressed the difficulty problem.] Difficulty in a platformer is usually established by a very simple formula: (Percent chance the player will die) X (Penalty for dying) = Difficulty It's pretty basic stuff: The higher the chance the player will die and the bigger price they pay for dying, the harder the game ...

Feature: Will Kwedit’s Play Now, Pay Later Model Work?

Developers of free-to-play games have a problem: a lot of of gamers want to play them for free. That is, while some gamers are active parts of a game's community, the majority are not spending any money on virtual items, the main revenue stream of many of these games. But with the new pricing model provided by Kwedit, gamers will be able to essentially borrow money to buy virtual items, and pay later. "One of ...

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