Push the Lane!

I’ve been working on this game since late 2015. It started as an abstract dragging-stuff mobile game like Threes, then become more of a single player turn-based League of Legends, and now has become a strategy/tactics game that doesn’t resemble anything in particular. Here’s a rundown. Theme It’s an American Gladiators or Nickelodeon’s Guts! type … Continue reading "Push the Lane!"

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Clockwork Criteria: 6 Guidelines for Ideal Strategy Game Design

What are the criteria that make something a good “Clockwork Game”? The Clockwork Game Design model is something I have been working on for the last five years or so. It is specifically an effort to figure out how to make the most elegant and effective strategy games possible. There are certainly practical reasons why … Continue reading "Clockwork Criteria: 6 Guidelines for Ideal Strategy Game Design"

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Riot is thinking about input/output randomness in League of Legends

For the past five years or so, I’ve been talking about the input/output randomness concepts, and why they’re so important for game design. While I wasn’t the one who coined the terms—that honor goes to the great fellows at the Ludology Podcast—some Googling around shows that no one has talked about the concepts, or developed … Continue reading "Riot is thinking about input/output randomness in League of Legends"

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CGD Podcast Ep. 31 – permadeath, structure, the death of game design writing, and more

Hello everyone. Today I’m talking about a new article I read about permadeath/grinding, as well as what I perceive as the death, or at least curving off of, the world of game design writing. I also read and responded to a Frank Lantz quote (now on the Dinofarm Forums!) on the topic of structure in … Continue reading "CGD Podcast Ep. 31 – permadeath, structure, the death of game design writing, and more"

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