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Opinion: How will Project 2025 impact game developers?
The Heritage Foundation's manifesto for the possible next administration could do great harm to many, including large portions of the game development community.
In highlights from <a href="http://www.gamasutra.com/blogs/member/page=1">Gamasutra's Member Blogs</a>, our bloggers write about diverse topics, including indie game bundles, improving turn-based combat, and making a game in 10 days.
[In highlights from Gamasutra's Member Blogs, our bloggers write about diverse topics, including indie game bundles, improving turn-based combat, and making a game in 10 days.] 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 - Indie Summer Pack - Is it possible for other Indie Game Bundles to have some success? (David Amador) Different Pixel's David Amador looks at the Indie Summer Pack promotion and asks, "Is it possible for other non-Humble Bundlepacks to have some success? Or are the rest of them bounded to fail?" - Nickeled and Dimed (Joshua Sterns) In this opinion post, Joshua Sterns says advertisements are under utilized in games, and says they're a solution to the rising costs of development that does not burden the customer base. - Taking Turns (Or Yes, It Is Your Job to Make Me Have Fun) (Robert Walker) Robert Walker examines turn-based combat in games like Dragon Quest and Final Fantasy, and suggests approaches we can take to improve its appeal. - Making a Game in 10 Days (James Bowling) Australian indie developer James Bowling of Last Level Games attempts to make a complete and releasable game in 10 days with no artist and sound engineer, and share his experience. - Pitch Worlds, Not Mechanics (Finlay Thewlis) "Can mixing up the order in which we conceptualize our games result in better experiences for the player?" asks Finlay Thewlis in this exploratory article.
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