These two predate No Time To Play, but belong here even so, for archival if nothing else:
- 200 Word RPG Challenge: Design a role-playing game using 200 words or less.
- DOOM: SCARYDARKFAST: an academic book about the eponymous game.
- OpenBSD Gaming Resource: For those of us who don't use other operating systems.
- Wolfenstein 3D & Spear of Destiny for Symbian Series 60 Devices
- Fixing E.T. for the Atari 2600
- Libro de los juegos: a medieval treatise on (board) games
- Metro 2033 film has been cancelled because the scripter wanted to 'Americanize' it (10 December 2018)
- Itchio outshines Steam by staying small and weird (29 November 2018)
- Rockstar's history of America (22 November 2018)
- Cultural Concepts as Principles of Design (7 November 2018)
- Blizzard and Black Women: Is it beef? (30 October 2018)
- GOG makes another offensive tweet, offers non-apology (24 October 2018)
- Zombie Orpheus cancels contract with GOG over transphobia (23 October 2018)
- Making games like Red Dead Redemption 2 shouldn’t be such hard work (16 October 2018)
- The Games Industry is Toxic (5 October 2018): Content Warnings: crunch, burnout, layoffs, general toxicity
- The state of blackness in games (3 October 2018)
- How the World of Warcraft community rallied to save this modder in need (28 September 2018)
- Saving punk from Cyberpunk (25 September 2018)
- Duke Nukem (1991) (at HG101) (24 August 2018)
- A team of Dota 2-playing AI bots beat the pros - and now they're gunning for more (16 August 2018)
- ANGELINA is an AI that makes games, and now you can play them via Itch (4 July 2018)
- ANGELINA @ EGX Rezzed (April 2018)
- Fez (at HG101) (25 February 2018)
- Made in China: every new video game you love (6 February 2018)
- Scientific Victory | Games By Angelina (January 2018)
- Game Cities: Those Handy, Simplified Urban Structures (10 January 2018)
- Cave Noire at HG101 (13 July 2017)
- The City and the RPG That Never Were (15 March 2017)
- But What Does This Tell Us About Art? (7 January 2017)
- Pokemon Yellow Total Control Hack (8 February 2016)
- "I actually was hunting Ewoks." The Original Lucasfilm Games Team Talk About Life at Skywalker Ranch. (26 December 2015)
- TotalBiscuit Diagnosed With Inoperable Cancer (15 October 2015)
- How GOG.com Save And Restore Classic Videogames (16 September 2015)
- Cigarettes, Space Invaders and the birth of the game watch (12 July 2015): Part 2 of a longer feature; via the Dragonfly BSD Digest.
- A constructive look at the Atari 2600 BASIC cartridge (16 June 2015)
- 1-Pixel Pacman (1 June 2015)
- 'Gamers' don't have to be your audience. 'Gamers' are over (28 August 2014)
- Little Zelda & Link Cosplay 📷 (28 April 2014)
- Gaming In Color Reviewed (23 April 2014)
- “The Door Problem” (April 2014): excellent example of just how complicated the work of a game designer can be.
- Classic Video Games Reimagined as Romance Novels (11 February 2014)
- 'Hyper Light Drifter' is a dark and stunning take on classic 16-bit games
- Warren Spector's Commandments of Game Design (4 September 2013)
- Gaming's new frontier: Cancer, depression, suicide (9 May 2013)
- Will Wright: Games "falling way short" as a medium (4 May 2013)
- More, More, More—How Do You Like It? (February 2013)
- Alien retrospective (10 February 2013)
- Real life Mario Karts react to launchable items (26 January 2013)
- Flea Market Find: Tetris Boardgame (August 2012)
- Intro to accessibility in games (3 August 2012)
- Meet Borderlands 2's Ellie: The "opposite of how most females tend to be represented in games" (16 July 2012)
- The touching story of Ribbitribbit and the EQII community (17 March 2012)
- Computer Space and the Dawn of the Arcade Video Game (11 December 2011) Very long and dumbed down, but in-depth, with novel details.
- Fear the Well-Meaning (16 August 2011)
- Why So Few Violent Games? (15 August 2011)
- Japanese ‘culture’ isn’t the reason why Japanese games no longer sell worldwide (6 July 2011) Content warning: ableist language. Also a pretty bad take, but with a kernel of truth.
- Beyond Pacing: Games Aren't Hollywood (21 May 2009)
- Gamasutra - Analysis: Sid Meier's Key Design Lessons (5 May 2009)
- Why do games (still) have levels? (October 2007)
- The Black Triangle (October 2004): a now-classic piece of (game) programming folklore.