In the latest highlights from Gamasutra's Expert Blogs
, industry notables write about how generation Y is changing the face of gaming, and why you should be making a premium (i.e. not free) Flash game.
In our weekly Best of Expert Blogs column, we showcase notable pieces of writing from members of the game development community who maintain Expert Blogs
-- also highlighted weekly -- can be maintained by any registered Gamasutra user, while the invitation-only Expert Blogs
are written by development professionals with a wealth of experience to share.
We hope that both sections can provide useful and interesting viewpoints on our industry. For more information about the blogs, check out the official posting guidelines
Here are the top blogs for the week:
This Week's Standout Expert Blogs
You Should Be Making A Premium Flash Game
Colm Larkin with indie game developer Gambrinous presents a fascinating business model that could change the financial climate for many Flash game developers: "…Ask the consumer of the entertainment to pay you
for providing it." Of course, it goes a little bit deeper than that…
Gaming Generation Y
As teens and 20-somethings mature, they will "transform the things we make and consume to reflect the way we've changed from the generation before," says Lightbox Interactive's Trent Polack. So what exactly does the future of gaming look like for "generation Y"?
Code reviews In Practice
Games programmer Chris Howe takes firsthand experience from three different companies he's worked for that implemented code reviews and compares their implementations. "Code reviews are one of the best things you can do to improve code quality within an organization, but the process isn't a silver bullet," he says.
Can You Define "Indie"?
Narrware's Stephen Dinehart polls blog readers on a common question: what defines "indie"? Is it a jobless amateur in his bedroom? A team that's small, yet funded by a big corporation? Is it even useful to define "indie"?
Why Metrics Matter for Team Play and Player Satisfaction
Blogger Taekwan Kim examines Left 4 Dead
, using Valve's co-op shooter as a case study for how game designers might "develop new metrics of achievement and performance."