Finding your videogame's X-factor
Tadhg Kelly explains the importance of 'strange rules', and why they make for outstanding games.
Tadhg Kelly explains the importance of 'strange rules', and why they make for outstanding games.
Reality is too slow to be entertaining, says Randy Smith, but you still have to make every second count.
1Adults should stand up for art that pushes the boundaries of ‘taste and decency’, insists Steven Poole.
2A missive arrives from the future, warning us of what development will look like when mobs of gamers get their way.
2With mobile gaming continuing its explosive growth, companies should consider making it their primary focus, says PopCap's Giordano Contestabile.
Taking on Zynga has done much to restore goodwill, but EA must see the copyright case through to the end, says Nathan Brown.
4James Leach on the pitfalls of pitching to developers, and daytime television.
Well-balanced, interconnected systems - not repeat playthroughs - are the sign of a truly good game, says Clint Hocking.
Test screenings and audience reaction are used extensively in films and TV - and games should follow suit, says Graham McAllister.
3You can't force love, says James Leach, especially not when it comes to western games.
2The ongoing gameplay versus narrative debate is a dangerous oversimplification, says Tadhg Kelly.
The third part of Drop7 designer Frank Lantz's regular column explains StarCraft II's three playable races.
Videogame lawyer Jas Purewal unpicks the EU ruling which seemingly permits the sale of second-hand digital goods.
1Former NanaOn-Sha staffer Dewi Tanner on why display latency has spelt the end for big-screen performance gaming.
5Tadhg Kelly warns that appealing to nostalgia might win you fans, but it won't necessarily result in a better game.
Neil Long meets Boss Alien’s Jason Avent, the former Black Rock game director, who's starting all over again in mobile.
Nathan Ditum on how the US military has leaned heavily on the language of videogames to lure new recruits.
Creators should learn from the genre's mis-steps like Phantasmagoria rather than seek to copy its early successes, writes Leigh Alexander.
2James Leach discusses swords, sorcery... and a banking crisis.
Can anyone develop a game and find overnight success on the App Store? Neil Long on the new breed of bedroom coder.