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July 28, 2013
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Why Super Metroid's Hacking Community is Still Going Strong 15
by Victoria Earl [07.24.13]
We take a look at the reasons behind the 1994 game's active mod scene -- exploring which elements of the game's original design, its place in the series, and fan reaction have fostered a rich community.
Console/PC, Indie, History

The Ouya Experience: What game developers think so far 24
by Kris Graft [07.22.13]
Ouya game developers sound off on their experience with the recently-launched console.
Indie

He Loves Bees: An interview with Xbox's experimental storyteller 2
by Kris Ligman [07.19.13]
Gamasutra sits down with Elan Lee, father of the Alternate Reality Game (including Halo 2's landmark I Love Bees campaign), to discuss his new work with Microsoft and a future beyond the ARG.
Business/Marketing, Design, Interview, Console/PC, Social/Online, Exclusive

The Shame Game: An Interview With Jesse Schell 32
by Brandon Sheffield [07.16.13]
Can free-to-play feel good? Should it be incorporated into every game? Jesse Schell talks about where the model works, where it doesn't, and looks at it in the context of other industries -- and then talks about how he wants to lead us to a game utopia.
Design, Interview, Social/Online

The SCUMM Diary: Stories behind one of the greatest game engines ever made 10
by Mike Bevan, Staff [07.12.13]
It's rare that the mention of a video game engine can elicit emotions nearly as strong as the games that it powers, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder tells the stories behind the well-regarded engine.
Design, Programming, Production

The Animal Crossing: New Leaf Letter Series 5
by Gamasutra staff [07.11.13]
In this email conversation series, our UK editor Mike Rose and our news editor Kris Ligman join Christian Nutt for a wide-ranging discussion on the game. All three of have been playing New Leaf and each brings a different way of looking at the game, as you'll see.
Design, Console/PC

Chasing the Whale: Examining the ethics of free-to-play games 117
by Mike Rose [07.09.13]
Free-to-play developers toss around the term "whales" -- but what are they? What are their lives like? And should designers stop targeting them? This in-depth piece examines the ethics around all angles on the issue.
Business/Marketing

The Last Pixel: Closing the book on Pixel Pusher 2
by Steve Theodore [07.08.13]
In this reprint from the final (June/July 2013) issue of GD Mag, Steve Theodore reflects on how the nature of discussing art in games has changed in the past ten years.
Design, Art, GD Mag Exclusive

Postmortem: Game Developer magazine 8
by Brandon Sheffield [07.05.13]
In this postmortem from the final (June/July 2013) issue of GD Mag, Brandon Sheffield turns the critical lens inward to examine the ups and downs of GD Mag's 19-year legacy.
Postmortem, Game Developer Magazine, GD Mag Exclusive

Layers of Player Understanding 8
by Jainan Sankalia [07.05.13]
This model explains, from a ludic perspective, the layers of understanding a player can obtain experiencing a heavily designer-authored game. Each layer of this model is based on interaction and how interaction is presented to the player and utilized by the player.
Design