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Posts tagged design-theory

Dig through the sand(box) in the latest Camelot Unchained devblog

Camelot Unchained continues its foundational principles series of dev blogs with entry number 11, in which Mark Jacobs talks about what exactly constitutes a sandbox game and the philosophy behind the sandbox elements in Camelot Unchained. He starts off with a clarification that "CU is not a true...

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GDC Online 2011: BioWare's Damion Schubert takes a wrecking ball to the casual vs. hardcore model

"I'm trying to finish a product, Star Wars: The Old Republic, which I am not going to talk about today." Thus began BioWare's Damion Schubert's seminar, Double Coding: Making Online Games for Both the Casual and the Hardcore, at this year's GDC Online. "This is more of a weary man, sort of...

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EVE devs brainstorming nullsec changes

EVE Online players have been quite vocal in their disdain for CCP's recent focus on cash shop items, Aurum, and promotions like EVE is Real. The conventional wisdom in some quarters is that the devs are neglecting to work on things that made the sandbox game great and are instead branching off...

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