Dialectic with my 2012 self on “the importance of theme”

One of the things that’s scary about being a writer is that the things you write keep existing, unchanged, the way that you wrote them, back when you wrote them. Sometimes it’s difficult to go back to a piece you wrote even six months ago and re-read your own work. There’s just always so much … Continue reading "Dialectic with my 2012 self on “the importance of theme”"

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Four design lessons which were really obvious to everyone but me

I’ve been playing a lot more videogames recently. Over the past ten years, I developed a very specific set of criteria and tastes that made up a paradigm of game design. All of this lead me to search within an extremely narrow (and increasingly narrow over time) space for new games to play—Eurogames in particular, … Continue reading "Four design lessons which were really obvious to everyone but me"

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Game Grammar and Game Design Theory – Interview with Raph Koster

Today I had a conversation with the author of my favorite book on game design, as well as a designer on one of my favorite interactive experiences of my high school years, Raph Koster. The conversation goes for about 90 minutes, and like Raph said, we could have easily gone another four hours afterward. It … Continue reading "Game Grammar and Game Design Theory – Interview with Raph Koster"

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Clockwork Game Design has been released!

Great news – my book, Clockwork Game Design, is now available for purchase on Amazon, Barnes & Noble, and other online bookstores, in both digital and paperback formats. Clockwork Game Design is unique in many ways, I think. I don’t know of another book on “building rulesets for strategy games”, that actually tells you how … Continue reading "Clockwork Game Design has been released!"

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