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KEYNOTES
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Retail: A Pre-emptive Eulogy
Thom Dinsdale asserts that digital distribution isn't to blame for retail's decline, but the retailers themselves.
December 06, 2010
In Search Of Meaning
Randy Smith suggests that gameplay comes naturally to developers' who intimately understand the worlds they build.
December 03, 2010
The Conciousness Of Pebbles
Steven Poole suggests that videogames' tendency to personify objects is key to their appeal.
November 24, 2010
Everyone's A Critic
What's the role of the critic amid the cries of the loud and the crude on the internet, wonders N'Gai Croal.
November 20, 2010
An Offer That Can't Be Refused
How can we make every multiplayer game the most exciting one you've ever played? The answer, says Clint Hocking, might lie in getting other players to control the scenario.
November 10, 2010
Five Hours With Alan Wake
Randy Smith delves into the world of Alan Wake and wonders why it so explicitly separates narrative from gameplay.
November 08, 2010
Days Of The Living Dead
The increasingly high production values of modern games are taking us further and further from what really matters, argues Steven Poole.
November 01, 2010
Collaborating With The Community
Developers who let users tinker with their IP will not only enrich their products, suggests Thom Dinsdale, but also grow their audience.
October 25, 2010
If You Build It, They Will Come
Clint Hocking considers the widening gap between casual and hardcore players and asks - can't we all get along?
October 15, 2010
Ebert And The Red-Headed Stepchild
Roger Ebert's dismissive attitude toward games is hurtful, Randy Smith proposes, because he is exactly the kind of mind the industry needs.
October 11, 2010
Not Playing FarmVille
Steven Poole considers the worrying ways in which social games manipulate their players, suggesting that it's high time for a revolt...
October 04, 2010
Catching The Bug
Viral marketing might be all the rage, but, asks Thom Dinsdale, do the creators of such subtle campaigns always consider what gamers need?
September 27, 2010
Do You Speak Game?
N'Gai Croal considers the value of non-gamers' views on our hobby, and what we as gamers can learn from them.
September 20, 2010
The Emperor's New Clothes
Clint Hocking considers how cross-genre integration could significantly enrich games for boys and girls alike.
September 13, 2010
How I Would Have Made Lego Star Wars
Randy Smith deconstructs Lego Star Wars and explains how he would have built the game stage by stage, block by block.
September 09, 2010
Echoshift And Friends
Steven Poole argues that playing with yourself is nowhere near as rewarding as playing with others.
September 06, 2010
No Business Like Show Business
N'Gai Croal considers the importance of showmanship at E3, and why breaking with tradition might just get your game across more clearly.
September 02, 2010
Dealing With The Dirty Word
In his first keynote for Edge, Clint Hocking argues that convergence is a wonderful way to bring all of gaming's many tribes together.
August 31, 2010
The Zen Of Emergence
Randy Smith considers the ingredients for emergent situations, and how best to deploy them when designing a game.
August 26, 2010
Not Actual Gameplay Footage
When publishers advertise their games they are not only representing their own brands, but those of platform manufacturers too, says Thom Dinsdale.
August 24, 2010
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