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The Free-to-Play Gaming Evolution

Games have come a long way since when they cost $80 and came in cardboard boxes with terrible cover art. The mechanism of funding (Kickstarter), the development process (ranging from tiny one-person indie shops to global studios), the medium (disc to download to app to web), and their business models all have evolved rapidly over...

The Future of Games as a Service

Now that the crying from Simcity's server issues have mostly died down[1], it gives a bit of space to reflect on what happened. Maxis's always-online design decisions aside, the controversy would not have been as loud or as pronounced if EA had provisioned enough servers to handle the load of...

Reaction to the Playstation 4 Reactions

As expected, Sony announced their next-gen console today. The keynote filled in some of the juicy details, including apparently some sort of social network and video sharing, game streaming, the usual cacophony of motion + touch + button controls, and of course top-of-the-line hardware specs (at this point in time) and pretty games. The Verge has a...

Social Gaming is About Business

It's now cliché to claim that gamification permeate all aspects of life; the talk of 2010 and 2011 was that everything seemed to be heading towards cheap, immediate-reward schemes with the subtlety of...

A Game of Numbers

Lately, I've gotten hooked onto Kairosoft's set of well-designed "simulation" games on mobile phones. They tackle pretty random topics from game development to managing a professional racing team, but...

Why Bejeweled Blitz Remains Addictive

Bejeweled Blitz (BB), after all these years, remains one of the best games Popcap has released. Both the iOS version[1] and the Facebook version still receive considerable play, which is pretty amazing seeing the...