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- Call of Duty franchise sees 40 million monthly active users
- Gamasutra expert blogs: From residual royalties to customer psychology
- Zynga partners with Hasbro for new toy line
- Activision Blizzard reports better than expected 2011 thanks to MW3, Skylanders
- DICE 2012: Putting story before gameplay 'a waste of time' says Jaffe
- GDC organizers remind on GDC Business Matchmaking for select attendees
- Speech Graphics unveils lip synch service for game characters
- Jersey Shore star lends likeness to social games
- DICE 2012: The five keys to Rocksteady's Batman success
- Turtle Beach claims to be 2011's top accessory maker
- News: Activision-Blizzard doubles annual profits to $1.1 billion
- News: Publisher dirty tricks inspired Itagaki to start-up Valhalla
- News: Jaffe: Games execs need to get a "bullshit filter"
- News: Big Fish Games to "break new ground" with cloud service
- News: Rocksteady: "There's a real talent drain"
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- News: Mad Catz profits show $15m YoY fall in Q3
- News: Layoffs reported at ngmoco after DeNA restructuring
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Jan
Joshua Dallman makes this a week of firsts as we are very excited to present the first piece from this successful and innovative game designer. In this article we go over a simple yet incredibly effective technique that helps you keep the focus on the core elements of fun in your game and easily cut the fat out of features and mechanics that don’t support this gore piece of game play. That being what makes the game the most fun and what the players want the most!

