Keith Burgun
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Category: Game Design

Minimalism Vs. Elegance

Posted: February 12, 2013 Under: Game Design By 16 Comments

I’ve been called a “minimalist” before. Depending on the definition of the term you go by, I either am, or am not a minimalist. The reason that I don’t ever call myself a minimalist is because I think it has a connotation of “romanticizing the simple”, or some other kind of bias towards “simpleness”. In … Continue reading "Minimalism Vs. Elegance"

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Keith’s FOOTBALL Patch Notes

Posted: February 04, 2013 Under: Game Design By 15 Comments

Hey guys, I thought I’d just release my patch notes for American football – the sport. Of course, I don’t have the power to actually enforce these new rules, but if I did, you could expect football to be vastly more awesome and exciting next season. Without further ado, here’s my changes!   Hope you … Continue reading "Keith’s FOOTBALL Patch Notes"

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14 Points on Randomness

Posted: January 02, 2013 Under: Game Design By 32 Comments

My last post, Game Placebo, got a lot of good feedback – more positive and constructive than usual, I’d say, which is nice. I also sent the article to DanC, who responded to me directly about it. He then wrote a G+ article about the topic of randomness, which led to a Lost Garden article. … Continue reading "14 Points on Randomness"

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Game Placebo

Posted: December 24, 2012 Under: Game Design By 24 Comments

Homeopathy, for those who don’t know, is a form of alternative “medicine”.  It involves diluting an active medicinal ingredient into a solution so many times that there ends up being a mathematically near-zero chance of the solution containing even a single molecule of the active ingredient. Yet the United States spent 3.1 billion on homeopathic … Continue reading "Game Placebo"

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Instant Ambiguity Sauces

Posted: October 01, 2012 Under: Game Design By 102 Comments

The practice of game design is one creating a functioning system that players can explore. I don’t mean explore as in “reveal areas of a map”, but explore as in push the frontiers of their understanding. Players explore a game through the action of decision-making. When you first start to play a game, you understand … Continue reading "Instant Ambiguity Sauces"

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KEITH BURGUN

Strategy games you can live in.

I am a game designer and podcaster. Author of Clockwork Game Design. Support my work on Patreon!

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