The Gaming Industry

Design

05
Aug 2019

The JRPG Startup Cost, Part 2 – by Radek Koncewicz

A look at various gameplay elements of JRPGs during the PSX. How long it took to reach them, and where did the filler-bloat begin. Powered..

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14
Jun 2019

A Tool for Game Accessibility and Depth Analysis – Part 3 – by Tobias Karlsson

This is the third and final part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This..

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14
Jun 2019

A Tool for Game Accessibility and Depth Analysis – Part 2 – by Tobias Karlsson

This is the second part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part delves..

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14
Jun 2019

A Tool for Game Accessibility and Depth Analysis – Part 1 – by Tobias Karlsson

This is the first part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. The first part..

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04
Jun 2019

Is there life after Fortnite? An emerging trend in game design brings novelty – by Pascal Luban

While the game industry is swamped by the battle royale tsunami and its exacerbated individualism, a game genre is slowly emerging: Cooperative games where players..

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22
Apr 2019

Game design: Lesson to learn from the 2019 BAFTA best mobile game award – by Pascal Luban

The “game†Florence has received the 2019 BAFTA best mobile game award, but this title can barely qualify as a game. Nevertheless, the BAFTA jury..

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29
Jan 2019

Rise of mixed monetization strategies – by Pascal Luban

Freemium? Premium? If you have a hard time choosing which one is best for your game, mixed monetization strategy could be the right one for..

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10
Jan 2019

The JRPG Startup Cost – by Radek Koncewicz

Timing various gameplay elements in JRPGs of the 4th console generation: the Genesis, Sega CD, Super Nintendo, and the Game Boy. Was the random encounter..

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19
Dec 2018

<div>What Isn't Game Design – by Bobby Lockhart</div>

Bobby Lockhart does a little reflection on the definition of design and the place of games in the wider practice of capital-D Design. Powered by..

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11
Dec 2018

Quantitative design – How to define XP thresholds? – by Pascal Luban

Increasing number of games include progression trees in their core gameplay experience. The question is how to compute the values associated with each threshold. There..

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