gameplay

The Clockwork Game Design Podcast: Episode 9 – Popular Games

In today’s episode, I discuss many of the world’s most popular videogames and boardgames, and analyze them through a Clockwork Game Design lens. Titles like Tetris, Grand Theft Auto, Metal Gear Solid, Super Mario Bros, as well as board games like Agricola and Android: Netrunner, and many more. Definitely along the lines of a slightly …

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We Should Patch Our Games

I’ve been hearing more and more voices crying out against patching recently, and I wanted to unpack some of what people have said. I think this is one of the many designer-to-player communication issues that crops up in the games conversation, and so here is a designer trying to improve on(“patch”) that aspect, so that …

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Turtling

A few weeks ago, I wrote an article called Videogames are Broken Toys. Its general thrust was that most videogames are fundamentally toys with a goal sorta slapped on. This both limits the “toy” aspect dramatically and leaves users instead with a thin, weak, unsupported goal. In that article, I focused on the “preserving the …

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