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Gamasutra Expert Blogs: From Trending To Exploding

In the latest highlights from Gamasutra's Expert Blogs, industry notables write about trends of the last decades, how to market your indie game, and the development of Explodemon.

Game Developer, Staff

December 18, 2009

2 Min Read
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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 on Gamasutra. Member 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 Trendn-'oughts Trent Polack 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 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 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 Jonathan Biddle 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.

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