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The Perils Of Badly-Handled In-Game Text
The Perils Of Badly-Handled In-Game Text
In the 12th annual installment of Ernest Adams' Bad Game Designer: No Twinkie column, the consultant looks at a host of mistakes developers make -- and a surprisin
Gamasutra Expert Blogs: From Depth To Multiplayer
Gamasutra Expert Blogs: From Depth To Multiplayer
In highlights from Gamasutra's Expert Blogs, industry notables write about diverse topics, including the definition of depth in games, the problem with multiplayer games being other players, and more.