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How to Handle Christianity in Video Games

This article considers the matter of Christianity in commercial video games and provides examples – subtle and overt, successful and not – regarding Christian iconography, themes, and references, as well as how authors could make Christian video games.

Loopy Design Encourages Longer Play Sessions

Want to encourage longer play sessions?  Consider looping level design.  Greg Campbell draws upon examples from Zelda 1, Dark Souls, and Divinity: Original Sin.

Preferential Treatment Stabilizes Random In-Game Shops

In games with random shop inventories, letting players preorder in-game items with specific parameters helps keep players excited when getting items.  It makes sense lore-wise that big spenders like PCs would want spiffy specific gear to do their job.