Thunder Bunnies and the Social Contract

Dan Cook on why community can be more important than content to online games

By Dan Pearson

VR: Palmer Luckey's Quest to Change the World

The Oculus founder tells us all about the next steps for the VR headset and his goal to forever change humanity

By James Brightman

The Saga of Ed Fries

Xbox co-founder describes how his love of creating things has been passed down through the generations

By James Brightman

Fun Is Not A Metric

Developers and publishers can't tweak their way to entertainment, but need to focus on fun

By Steve Peterson

Razer sells every product at a loss

CEO Min-Liang Tan jokes that eventually Razer will "grow up and be a proper company"

By Mike Williams

Warren Spector's Commandments of Game Design

The veteran looks at his old list of rules for Deus Ex and asks if there's a set of rules games can all adhere to

By Warren Spector

Design for Marketing: A Manifesto

Game designers and game marketers need to work together from the very start of a project

By Steve Peterson

Nintendo's Miyamoto: All this talk about our earnings is "silly"

The father of Mario stands by Satoru Iwata as CEO, explains why both 3DS and Wii U stumbled at launch, and hints at a Wii U Zelda reveal this year

By James Brightman

What the Xbox One Controller Says About Microsoft... and Nintendo

Jeremy Parish can't help but notice philosophical differences between Microsoft and Nintendo

By Jeremy Parish

Talking Shop: Riot Games' Lead Designer of Social Systems

We chat with Riot Games' Jeffrey Lin about molding player behavior in League of Legends

By Mike Williams

Will Wright: Games "falling way short" as a medium

The veteran designer believes the industry is far from realizing games' potential; he also says EA's Sim City server problems were "inexcusable"

By Steve Peterson

Google hires Noah Falstein as chief game designer

What are the search giant's plans for the game industry?

By Steve Peterson

Talking Shop: Obsidian Entertainment's Creative Director

We chat with industry vet Chris Avellone about being a great creative director

By Mike Williams

Games need more direction, says filmmaker James McTeigue

The V for Vendetta director says there has to be a "master of the ship" on a game at some point so that designers don't get bogged down in minutiae

By Steve Peterson

Riot: Don't ban your players, reform them

Riot is taking a very scientific and psychological approach to player behavior, and it's only helping to increase League of Legends' popularity

By Steve Peterson

Life After Disney: Warren Spector's Exit Interview

Veteran dev says he "doesn't understand" Junction Point's closure, triple-A is "soul crushing" and expresses interest in mobile and episodic

By Steve Peterson

How ethical design can be a money-maker

GDC 2013: Shellrazer designer describes the key to monetization and in-app purchases; it's all about respect for the players

By Steve Peterson

Jordan Weisman: Kickstarter like a "high wire act with no net"

Harebrained Schemes boss says dealing with a Kickstarter audience is “both really gratifying and enormously scary”

By Steve Peterson

Garriott's new RPG is "the antithesis of MMOs"

Lord British looks to Kickstarter for new PC/tablet project, Shroud of the Avatar; it's a "chance to go back to his roots" he tells us

By Steve Peterson

Tom Hall: Games need to be "democratized like MP3s"

The id veteran also talks about his Commander Keen inspired Secret Spaceship Club

By David Radd

Fearing the micro-transaction future

F2P and paymium are inevitable, and not just for EA - but critics of this future aren't easily dismissed

By Rob Fahey

Trimming The Fat: How and Why Game Design Must Change

Game design has become clumsy and bloated - it's time to shake things up

By Steve Peterson

AAA not the future, says Splinter Cell: Blacklist director

Patrick Redding proposes "lower-case aaa" game as where the industry should be heading

By Brendan Sinclair

Single player is a "gimmick" says mid-core developer

Gogogic CEO Jonas Antonsson says games are meant to be played with others, whether simultaneously or not

By David Radd

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