Analysis: Broken immersion in Beyond: Two Souls19 by Gamasutra Community [10.15.13]
Quantic Dream's latest game once again has a strong emphasis on storytelling, but experienced game designer Adrian Chmielarz argues how the game lacks what he calls "player-protagonist sync."
Design, Console/PC
A New Pokémon for a New Era8 by Christian Nutt[09.19.13] Pokémon X and Y launches next month, and Gamasutra speaks to director Junichi Masuda about the encroachment of smartphones, changing player habits, and staying inspired 18 years on.
Design, Interview, Console/PC, Smartphone/Tablet
Puppeteer: A macabre fairy tale game made 'the Japanese way'9 by Christian Nutt[09.10.13]
British ex-pat and 10-year Sony Japan Studio studio veteran Gavin Moore, director of Puppeteer, discusses why Japanese developers deserve respect, and how console games are turning off audiences and creators both.
Design, Console/PC
3 Things Game Designers Can Learn From GTA V by Angela Freeman[10.14.13]
Rockstar North's latest iteration of the Grand Theft Auto franchise has already been almost universally hailed as the "greatest video game of all time" by numerous gaming sites and publications. . It's the culmination of nearly five years' worth of design
Console/PC