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The Virtuosity Scale

One thing to think about when designing a game is trying to figure out what “degree of virtuosity” you want to allow. I mean this in a bit of a prescriptive way, which I’ll explain. Some games offer you a huge number of possible choices per “turn” or per “moment”. Having a high degree of […]

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General March Update

Today I’d like to fill people in on a few things that I’ve been working on in a quick blog post. Here goes! The new release date for my book, Clockwork Game Design, is now May 28th. I recently wrote two significant posts for dinofarmgames.com about Auro and the huge rebalancing/changes job we’re doing for

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