Giving up on the “1P Strategy Game”

I’ve long had this vision of the “1P (one player) digital strategy game”: a system that you can play over and over again, that has a match structure with a win/loss outcome, that has interesting decisions, that has a ranking system more comparable to an online matchmaking or Elo than a typical “Easy/Medium/Hard” style difficulty …

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Diablo: Immortal and Aesthetic Gacha-ism

  Nobody defending the game seems to understand why the monetization is bad. Governments aren’t banning this game because they care about p2w or competition. Its being banned because its literally dangerous and predatory. from DiabloImmortal Above is a reddit post complaining about the moral and ethical problems with gacha games. This is very valid …

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Space Narratives: A Map Randomizer Denounces Map Randomization

I got my start in game design doing traditional Rogue-likes. My first game was 100 Rogues(now sadly rendered unplayable due to a combination of iOS updates and a long story involving legal rights), very much a typical turn-based Rogue-like, somewhat inspired by Shiren the Wanderer but with character abilities more along the lines of Diablo …

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Strategy Can Be Fun – Blue Moon

Wow, things certainly have changed a lot since 2004, huh? Brett and I took a journey into the strange Reiner Knizia card game, Blue Moon. It’s… a challenging game, that’s for sure. Enjoy the episode! http://media.blubrry.com/clockworkgamedesign/p/www.keithburgun.net/scbf/SCBF_04.mp3Podcast: Play in new window | DownloadSubscribe: RSS