Game Design

CGD Podcast Episode 20: Options in Games

In this episode – our 20th! –  I talk about the idea of “optional game rules” and why they are to be avoided. I also go into detail on some experiences designing abilities for Auro. Enjoy!   http://media.blubrry.com/clockworkgamedesign/keithburgun.net/cgdpodcast/episode20.mp3Podcast: Play in new window | DownloadSubscribe: RSS

CGD Podcast Episode #19: The Process, and Designing Games Like Applications

In this episode I talk about my process of five major stages in game design. I also talk about how game design is not a guaranteed thing. We tend to think of game design in terms of “designing lots of games”, sort of “churning them out”, when in fact, we should be thinking of it …

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CGD Podcast Episode 18: Single/Multi-player and 50% Win Rates

Today I talked about how and why games work best with a 50% winrate (even single player games). That’s because learning in games is extremely hard due to their inherently complex and ambiguous nature. Getting a loss when you had a 10% chance to win doesn’t necessarily tell you much about your choices in that …

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Why League of Legends Is The World’s Greatest Game

In 2003, I was a very serious WarCraft III player. If I recall correctly, I have over 5,000 one-on-one ladder matches logged on my Battle.net account. I watched replays every day and even did some highly amateurish commentaries myself. It’s interesting to note that some of my first-ever “internet game design articles” were WarCraft III …

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CGD Podcast Episode 16: A Conversation About Rogue-likes with Black Shell Games

I had a conversation with the main developers at Black Shell Games – Daniel Doan, Raghav Mathur, and Thomas Espinoza – on the topic of Rogue-likes, a design pattern that has appealed to both of us. In the episode, we cover topics like the relationship between Rogue-likes and gambling, grinding, difficulty, replay value, and other …

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