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January 19, 2021
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Features » Social/Online
The Design of Free-To-Play Games: Part 1 16
by Pascal Luban [11.22.11]
Experienced designer Pascal Luban (Splinter Cell, Fighters Uncaged) breaks down the essential elements of free-to-play game design, clearly illustrating what's required to get players to stick with a game and come back and play again -- and pay.
Design, Social/Online

A Story Of GameLayers, Inc. 10
by Justin Hall [11.10.11]
In 2007 Justin Hall co-founded GameLayers with an ambitious plan to bring an MMO to the Firefox toolbar, before ultimately shutting down in 2009. Gamasutra presents an exhaustive look back at the entire ride.
Business/Marketing, Design, Postmortem, Production, Social/Online

Gamification: Framing The Discussion 26
by Tony Ventrice [11.02.11]
As a prelude to a full-on examination of gamification, Badgeville's Tony Ventrice digs deep into what makes games games, using work that's come before as a basis to explore this new tool -- the first of his ongoing series of articles on gamification.
Design, Social/Online

Social Killer: How DeNA Leads Japan's Market 2
by Christian Nutt [10.28.11]
Gamasutra met with DeNA director Kenji Kobayashi at the company's Tokyo headquarters last month to converse with him about his role overseeing game development for the company, which also includes San Francisco-based subsidiary Ngmoco.
Business/Marketing, Interview, Social/Online

Gameloft's Quest To Be The Mobile Leader 5
by Christian Nutt [10.26.11]
Gonzague de Vallois, the company's senior vice president of publishing, discusses how the company intends to get to the top, and offers his opinion on mobile market trends, discusses his company's dalliances in the handheld console space, and explains its success with casual and hardcore games.
Business/Marketing, Interview, Social/Online, Smartphone/Tablet

We Need Heroes: Inafune Speaks 7
by Brandon Sheffield [10.21.11]
Independent developer Keiji Inafune talks about his new studio concepts, Comcept and Intercept, his feelings on social games, why Japan's publishers are struggling and how "there needs to be something that gets that feeling back."
Business/Marketing, Design, Interview, Social/Online

Fighting A Social Battle: Toshiro Tsuchida Goes GREE 1
by Christian Nutt [10.14.11]
The creator of the Front Mission series, Final Fantasy developer, and Square Enix veteran, tells Gamasutra why he moved from the traditional space to social game developer GREE -- and what he sees as his opportunities and challenges.
Design, Interview, Social/Online

We're Going to Need Another Category: Going Hardcore on Facebook 4
by Michael Thomsen [10.11.11]
Hardcore games are invading Facebook. Who's bringing them to the platform, why are they doing it, and what are the achieving? Gamasutra talks to Kixeye, Kabam, Free Range and 2K to find out about the next wave of evolution for the social network platform.
Business/Marketing, Design, Social/Online

Interview: The Secrets Of Wooga's Social Game Success 11
by Christian Nutt [09.16.11]
You've often heard that designing for Facebook takes a different approach to console game design, but how different is it, truly? According to Wooga studio head Henric Suuronen, it's fundamentally different -- and in this interview the number three social developer explains it all.
Interview, Social/Online

World of Warcraft and Life After Cataclysm 52
by Michael Thomsen [08.31.11]
MMO juggernaut World of Warcraft has been shedding subscribers at an unexpectedly high rate since the launch of its latest expansion -- but what's the cause, and can anything be done to stem the tide? Gamasutra speaks to Blizzard, academics, and players.
Business/Marketing, Interview, Social/Online