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Gamasutra Indie News Mohawk Games' Soren Johnson explains the defining trait of board games is not, in fact, their actual physical components, but the transparency necessitated by their physical design. ...
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Gamasutra Indie News The human interaction in Firewatch draws the particulars of non-physical, virtual social interaction into sharp relief. It almost seems to use the chatrooms of old as a guiding metaphor. ...
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Gamasutra Indie News "The way we build games changes over time, but keeping an iterative spirit means being open to change, incremental improvements, and tackling the right problems." ...
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Gamasutra Indie News "There is one commonality I've heard from developers on Early Access who succeeded: They loved it and they're going to do it every chance they can get." ...
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Gamasutra Indie News Interactive fiction and narrative game developers can score funding for their game projects -- from tiny to not-so-tiny -- courtesy of the UK dev studio. ...
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Gamasutra Indie News "Yes, it's hard to find good playtesters. That's why I'm suggesting that we don't.That's right. I'm saying that you shouldn't try to find good playtesters. In fact, you should try to find the worst playtesters ever." ...
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Gamasutra Indie News "And then I decided to participate in the Ludum Dare for some reason. And then I came up with the concept." ...
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Gamasutra Indie News Game designer and educator Colleen Macklin will deliver a bold look at the history of games for change and its new "third wave", as well as how it affects all game developers, at GDC 2016. ...
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Gamasutra Indie News "I wanted to make sure I didn't become one of those teachers who used to make games." After years away, veteran game designer Warren Spector tells Gamasutra why he's itching to make games again. ...
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Gamasutra Indie News The developers of SpyParty and Talk of the Town -- a game where the AI can misremember and even lie -- talk to New Scientist about designing game AI that's tough, yet fallible -- like a human player. ...