GDC 2018
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Players get credit for evolution--and stagnation--of gaming narrative
What Remains of Edith Finch developer Ian Dallas says the market is pushing the medium forward in some ways, tying its hands in others
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FTL and Into the Breach: Two-of-an-unkind
Subset Games' first two titles are very difficult, yet very different; Justin Ma talks about the games' common threads and the studio's unconventional marketing strategy
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Pushing PixelJunk beyond pixel art
With a market for "AAA indie" titles forming, Q-Games and Dylan Cuthbert are bringing their biggest franchise to the third dimension
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Appealing to the West by focusing on the East
Spike Chunsoft CEO Mitsutoshi Sakurai says there's a growing global audience for the "very Japanese" games his company publishes
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Evolving beyond empowerment narratives
Life is Strange: Before the Storm narrative director Zak Garriss says developers are exploring more complex, human spaces, and finding support from big publishers in doing so
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"The reason we're killing ourselves isn't because we love what we're doing"
Night in the Woods' Scott Benson and Bethany Hockenberry discuss unionizing in games and what to do about indie devs crunching themselves
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Supercell: Meet the industry's "least powerful CEO"
Ilkka Paananen on the value of leaving power in the hands of developers, and Supercell's ambition to create a "truly global" mobile hit
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"We can't rely on nostalgia to sell"
Brian Fargo mines the past with The Bard's Tale IV, looks to mine the future with blockchain-powered storefront Robot Cache
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People have figured out premium mobile - Ken Wong
Designer of Monument Valley and Florence sees increased competition in the market, reflects on what connects his games
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Buried Signal: "Every piece of Gorogoa was a new problem"
After his excellent debut Gorogoa, Buried Signal's Jason Roberts looks towards a far less difficult second album
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The accidental relevance of Wolfenstein: The New Colossus
MachineGames creative director Jens Matthies on when he realized his Nazi-killing game was going to be politically topical, and dealing honestly with Nazi ideology
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Discord: 90 million PC gamers can't be wrong
Founder and CEO Jason Citron on the platform's rapid growth, and taking a hard line on the emergence of hate groups
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Yoko Taro: We don't need to think globally to sell globally
Nier: Automata director and PlatinumGames lead designer Takahisa Taura discuss developing for Western tastes, 3D action games, and the dilemma of multiple endings
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Wadjet Eye: Streamers "pushed me to make the game that I've always wanted to play"
With Unavowed, founder Dave Gilbert aimed to make a point and click adventure game that can't be spoiled by YouTube videos
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Ageism: The issue never gets old
Veteran game developers share thoughts on how big a problem age discrimination actually is, and how to get around it
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Fluffy Fairy Games: "People from the industry told us it doesn't work this way"
With Idle Miner Tycoon, the German startup ignored best practices on monetisation and minimum viable product - and created a €120k a day mobile hit
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GDC 2018 breaks attendance record
28,000 industry professionals attended last week's show in San Francisco; dates announced for 2019 GDC and VRDC
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IGDA head on the problems with unions
Jen MacLean discusses challenges she sees to organized labor in games, attributes horror stories like 38 Studios to human nature and "wishful thinking"
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"Don't get cocky": The story of Ratchet and Clank's 15-year survival
Adapt or Die and staying true to your heritage is a difficult balance to strike, says Insomniac
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#ThirdWorldProblems: How to not get a visa for GDC
Gwen Foster, one of the #1ReasonToBe speakers denied a visa, on being treated with "diplomatic hostility" in a global industry
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#1ReasonToBe: "Listen to the people you do not hear, because they're not allowed to speak"
Rami Ismail's GDC panel explored development in Madagascar, the Philippines, Colombia and beyond
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Riot's recipe for "sportsmanship" in League of Legends
At GDC, Kimberly Voll detailed how Riot Games successfully revamped LoL's ineffective Honor system
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EA's SEED builds AI capable of teaching itself to play Battlefield I
"As deep learning technology matures, I expect self-learning agents to be part of the games themselves, as truly intelligent NPCs," says SEED technical director
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