Retro

Watch Shigeru Miyamoto’s Game Design Keynote From GDC 1999

Kotaku AU

1999. That’s 13 years ago. While I was in year 10, struggling to keep my days absent below 20 (yes, I was crazy truant), Shigeru Miyamoto already had the legacies of Mario, Zelda and Star Fox on his mantle. He also delivered the keynote for that year’s Game Developers Conference, which you can now watch online and freely absorb the legendary designer’s wisdom.


March 17, 2012
News

If Loving Games Is Right, I Don’t Want To Be Wrong

It’s hard for me to look at the news of the preceding 10 or so days and not feel like there’s been some enormous, possibly irreparable rupture between gamers and those who serve them. I certainly contributed to this with a post about the ending of Mass Effect 3 and the movement to have it changed or appended.


News

Epic Games’ Anti-Cloning Solution? Make It Huge And Add ‘Secret Sauce’

It’s not only smaller, younger developers who have to worry about cloning. Idea theft is on the minds of the people at Epic Games, too. Even though they make big, burly games like Gears of War and Bulletstorm, the developer still sees themselves as an indie, said Epic CEO Tim Sweeney. People could try and do what Epic does, he offered, but the studio’s titles have size on their side.


In Real Life

What Do Great Game Developers Know About Tic-Tac-Toe? I Battled Them To Find Out

Only one award-winning video game developer got violent when I played Tic-Tac-Toe with him last week.


Mobile

Witness The Awesome iPad Game That Lets Your Fingers Get Intimate With The Universe

Steph Thirion’s games understand the power of touch. While most iOS games require tactile contact to play, so few translate what it means to touch in real life. Touching a thing or a person can connect you to it intimately. Think about touching ingredients when you cook or affectionate laying hands on a romantic partner. There’s an specific kind of pleasure and feedback that comes from that dynamic and Thirion’s Elissone of our iPad Bests — revels in that


March 16, 2012
In Real Life

Australians At GDC: Demruth

Kotaku AU

Three towering complexes stand staunch against the city’s cold. Thousands of game developers spill from their doors. Excitement buzzes beneath the ground, from the basements in which countless huge humming computers try to process the tech-heavy new games that they are demonstrating. Back above ground, over-eager girls press energy drinks into the hands of passers-by.


March 15, 2012
In Real Life

Australians At GDC: Kumobius

Kotaku AU

Three towering complexes stand staunch against the city’s cold. Thousands of game developers spill from their doors. Excitement buzzes beneath the ground, from the basements in which countless huge humming computers try to process the tech-heavy new games that they are demonstrating. Back above ground, over-eager girls press energy drinks into the hands of passers-by.


March 14, 2012
In Real Life

When Is A Video Game Not A Video Game?

Games designer, author and all-round very smart man Raph Koster has written a rather interesting piece on his personal site laying down some framework for just when you can call something a video game (or a game in general) and when you can’t.


In Real Life

Australians At GDC: Defiant

Kotaku AU

Three towering complexes stand staunch against the city’s cold. Thousands of game developers spill from their doors. Excitement buzzes beneath the ground, from the basements in which countless huge humming computers try to process the tech-heavy new games that they are demonstrating. Back above ground, over-eager girls press energy drinks into the hands of passers-by.


March 13, 2012
In Real Life

Australians At GDC: Voxel Agents

Kotaku AU

Three towering complexes stand staunch against the city’s cold. Thousands of game developers spill from their doors. Excitement buzzes beneath the ground, from the basements in which countless huge humming computers try to process the tech-heavy new games that they are demonstrating. Back above ground, over-eager girls press energy drinks into the hands of passers-by.