Featured Articles

The Day After

DEFCON took the odd premise of playing out a thermonuclear war that kills all human life on earth and made a damn fine strategy game. Jonathan Glover talks to Introversion four years after their apocalypse-inducing title resulted in so many human casualties.

The Day After

Staying alive amidst the zombie hordes, the robot overlords or the exploding A-bombs will be tough. Jonathan Baker provides a few real-life survival tips that can help you survive the end of the world.

The Day After

"Show me a Dungeons & Dragons game and I'll show you an apocalypse." Tavis Allison points out how an ancient, collapsed civilization in the setting is necessary every time you sit down to roll some dice and explore a dungeon.

Back to the Drawing Board

It's a little known fact that American animators at Disney were great inspirations for Osamu Tezuka, creator of Astro Boy and the "God of Manga." Tiffany Martin believes that Americans would be enriched by understanding and appreciating the cross-pollination between our two cultures.

Back to the Drawing Board

Blending genre elements from many sources, PopCap's Plants vs. Zombies succeeds because its compelling art style unifies it under the company's "casual" banner. Russ Pitts spoke to Lead Artist Rich Werner and asked him how they pulled it off.

Back to the Drawing Board

Many early videogame characters had their escapades translated to the small screen in the form of weekly animated shows. Unfortunately, most of them were awful. Nadia Oxford chronicles the highs and lows of cartoons based on videogames.

Back to the Drawing Board

Whether you hated or loved it, playing Dragon's Lair was a memorable experience in 1983 compared to the blocky sprite graphics of the time. Brendan Main takes a look at the hubris of the team behind the first laserdisc game that was intended to change videogames forever.

Full Spectrum Gamer

You might be dedicated to playing games, but the amount of effort needed to overcome physical limitations is incredible. Jeff Groves listens to some of the stories of gamers at Ablegamer.com.

Full Spectrum Gamer

So-called casual games are nothing new, they just have been able to reach more people though new platforms. Greg Costikyan argues that the people that pay for these games are not casual at all but are merely a new "hardcore" audience.

Full Spectrum Gamer

Magic: The Gathering has been around for a long time, and that's because it appeals to a broad spectrum of players. Patrick Jarrett explains who Spike, Timmy and Johnny are to the Magic design team.

Full Spectrum Gamer

It's time to sift through the coded labels; hardcore means masculine and casual means feminine. Rowan Kaiser thinks that we should recognize the implied sexuality of the labels and switch to a gender neutral term.

Anatomy of a Game Design

The success of a game now seems to hinge on how "addictive" it is, not just whether a game is fun. Rob Zacny ponders whether the trend of such manipulative gameplay is ethical.

Anatomy of a Game Design

Boss battles are a staple of nearly every genre of videogames. Andrew Webster explores the boss's impact on game design by talking to the developers behind indie titles Super Meat Boy and Boss Rush.

Anatomy of a Game Design

Blizzard is removing many obscure stats in World of Warcraft with Cataclysm and Jeff Groves is all for it. He explains why simpler mechanics make for more important strategic decisions and, therefore, make games more fun.

Anatomy of a Game Design

Although many are unaware of it, there is an unspoken social contract between a game's designers and the players. Andrew Bell investigates what players expect, and how a designer can let them down.