Prototyping without physics
The industry's obsession with simulating real-world physics is limiting developers' creativity, says Clint Hocking.
The industry's obsession with simulating real-world physics is limiting developers' creativity, says Clint Hocking.
Modern Warfare 3 is a masterclass in how to take an enjoyable co-op mode and utterly ruin it, says Steven Poole.
2A few similarities aside, Rovio's physics puzzler isn't a very Nintendo-like game at all, says Chris Schilling.
10Clint Hocking goes in search of ammunition in the modern-day shooter.
1Journey proves that a developer’s skill at helping players defy gravity affects emotional response in powerful ways, says Jason Killingsworth.
2Clint Hocking mulls over what videogame makers can learn from chess and poker.
1Leigh Alexander questions the assumption that games' highest calling is the telling of stories.
8There's no need to feel guilty about all those unfinished games sat on the shelf, says Tadhg Kelly.
2Gamification will not solve the world’s problems, but games themselves could help the process along.
2Jason Killingsworth in defence of Dark Souls and gameplay as its own reward.
29Randy Smith considers how to avoid making gameplay feel like a chore.
Brian Howe imagines what Infocom’s classic text-based adventure Zork might be like had it been released today.
1Innovative game design is no longer enough to change the world, argues Tadhg Kelly.
1Randy Smith considers the delicate balance between realism and abstraction in game design.
If we can analyse songs to predict future hits, asks Graham McAllister, can you do the same for videogames?
Leigh Alexander on how personal context shapes our views of a game’s level of quality and importance.
2Brian Howe offers a behind-the-curtain glimpse at Microsoft’s bid to bring hardcore gamers and Kinect together.
Memorable games are better than simply good ones, says Graham McAllister.
1Clint Hocking considers the inner workings of throwing a frag.
4Ben Ward on how alien invasion of the president's immune system laid the plans for the release of his micro-studio's first game.