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Gamasutra Member Blogs: From Level Art To 'Awful' Social Games

In highlights from Gamasutra's Member Blogs, our bloggers write about diverse topics, including six reasons why (most) social games are "awful," and an interesting look at how design principles are appl
[In highlights from Gamasutra's Member Blogs, our bloggers write about diverse topics, including six reasons why (most) social games are "awful," and an interesting look at how design principles are applied to level art.] Member Blogs can be maintained by any registered Gamasutra user, while invitation-only Expert Blogs -- also highlighted weekly -- are written by selected development professionals. We hope that our blog sections can provide useful and interesting viewpoints on our industry. For more information, check out the official posting guidelines. Here are the top member blogs for the week: This Week's Standout Member Blogs - The Home Console Business Needs A New Strategy (Kamruz Mos) "A new hardware upgrade cycle is hard to justify using past excuses such as better visual fidelity," says member blogger Kamruz Mos. "Perhaps it is time to take the old hardware based strategies up for revision and instead shift focus towards software." - War Is Hell: A Metal Gear Solid 4 Analysis (Josh Bycer) Continuing a journey through his game backlog, member blogger Josh Bycer looks at Kojima Productions' Metal Gear Solid 4. - Six Reasons Why (Most) Social Games are Awful (Adam Russell) There has been a lot of talk recently regarding social games -- here are six reasons why Adam Russell believes (most) social games are awful. - My House Is Not A Home (Mathew Stone) Mathew Stone offers some thoughts on player homes in Minecraft, and some comparisons with Morrowind. - Applying The Elements Of Design And Principles Of Design In Level Art (Jeremy Price) Jeremy Price gives an overview of the elements and principles of design and their application to level art, using lots of big, pretty pictures.

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