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
LightBox Interactive's Trent Polack offers a thoughtful "decades" lists of his own. Here, he lists and describes important trends in the games industry during the past decade, from social play to rewards for players.
The Idiot's Guide to Marketing Your Indie Game
Mike Rose with IndieGames.com gives a very helpful guide for indies who have absolutely no clue on how to get their game in front of public eyeballs. Among his tips: be smart about what publications you approach to cover your game, and don't give up.
Combat is Choreography in Assassin's Creed 2
Darius Kazemi of Orbus Gameworks and industry blog Tiny Subversions expresses his fondness for the fighting system in Assassin's Creed II
. With all of the different fighting moves available, Kazemi says that combat isn't around survival, but choreographing "swashbuckling sword fights."
The Explodemon Saga - Part Three
In the third of an ongoing series of development chronicles, Curve Studios design director Jonathan Biddle explains how the company's game Explodemon
came to be.
Giving Your Player True Authorial Control
Anthony Hart Jones
Responding to another Gamasutra blog post this week, Anthony Hart Jones reflects on whether it is possible (or desirable) to create a game which gives true authorial control to its player. As with most posts of this type, much its value comes from the comment discussion it prompts.