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Email Updates
- Your game industry in your words: Week of February 3
- Get a job: Visceral Games, 2K Marin, and others hiring now on the Gamasutra jobs board
- Another ratings group and 470,000 game addicts, this week in Korean news
- Apple removes several iOS copycat games from one offending developer
- Halfbrick, Bejeweled, Pocket Gems talks added to GDC 2012 Smartphone Summit
- Best of Indie Games: From The Cat that Got the Milk to Hack, Slash, Loot
- Disgaea performance boosts Nippon Ichi earnings estimates
- Report: Layoffs hit EA's Vancouver branch as company makes digital shift
- Microsoft's Xbox Live policy director resigning
- Kingdom Rush takes on Where's My Water? on iPad charts
- News: Viacom earnings fall, Harmonix dispute blamed
- News: SEGA 9 month profit down 6.6% YoY as games buoyed by Pachinko
- News: Eutechnyx signs Brain in a Jar for latest racing game
- News: Nippon Ichi increases net income forecast to ¥203m
- News: Zynga designer and Nexon exec join AIAS board
- News: Seamus Blackley: iOS is the "new arcade", 99c the "new quarter"
- News: Xbox marketing head joins Apple
- News: 6Waves Lolapps denies breaching NDA with Spry Fox
- News: GFACE launches Crytek backed freemium service
- News: DDM appoints new director of business development
- News: Harvest Moon creator Yasuhiro Wada founds new studio
- News: DeNA Studios Canada opens in Vancouver
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Blogroll
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Jul
Ethan Kennerly hits us with another extremely well thought through and written article. Today he sets about to establish a theorectical framework upon which we can discuss the and analyze the relations and problems between 4 correlating areas of game design: simulation, user interface, story and aesthetics.
Title: ‘Open Problems in Simulation and Story Analysis‘ – Original Article
Written by: Ethan Kennerly (www.finegamedesign.com)
Read aloud by: Ryan Wiancko on July 21st, 2009
May
Ethan Kennerly takes us through the intricate political system that he crafted for Dark Ages. Once again sharing his insight on how he made Dark Ages the incredibly immersive experience that it was.
Title: ‘Dark Ages Politics in Theory and Practice‘ – Original Article
Written by: Ethan Kennerly (www.finegamedesign.com)
Read aloud by: Ryan Wiancko on May 5th, 2009
Apr
Ethan Kennerly shares some of his creative insight and experience in crafting the system of Religion for Dark Ages and the Depth of experience that it brought to that game.
Title: ‘The role of Religion in Dark Ages: Online Roleplaying‘ – Original Article
Written by: Ethan Kennerly (www.finegamedesign.com)
Read aloud by: Ryan Wiancko on April 1st, 2009
Dec
The wise and revered Mr. Kennerly brings us a great article today about not only the finer points of interface design but on the importance that spatial reasoning has had in interface design tracing all the way back to Text based games and ending with an analysis of WoW’s design success’s and shortcomings to wrap up his recurring comarison of MMP UI’s compared to single player UI’s.
Title: ‘Game Interface Design‘ – Original Article
Written by: Ethan Kennerly (www.finegamedesign.com)
Read aloud by: Ryan Wiancko on December 12th, 2008
Nov
We are pleased to present the second piece of wisdom from the mind of Ethan Kennerly. We dive head first into the world of Data Mining and what it can do for your online game, or even in principal offline product as well. Ethan lays down a clear and concise road map on how to get the very most of data mining and some of the risks that come with it
Title: ‘Better Game Design through Data Mining ‘
Written by: Ethan Kennerly (www.finegamedesign.com)
Read aloud by: Ryan Wiancko on November 25th, 2008
Nov
The first of what will be many insightful articles from Ethan Kennerly titled: Fun is Fine. In this article we delve deep into the question of ‘Are Games Fun’ one which requires not only a deeper understanding of games, but also that of fun itself.

