Four design lessons which were really obvious to everyone but me

I’ve been playing a lot more videogames recently. Over the past ten years, I developed a very specific set of criteria and tastes that made up a paradigm of game design. All of this lead me to search within an extremely narrow (and increasingly narrow over time) space for new games to play—Eurogames in particular, … Continue reading "Four design lessons which were really obvious to everyone but me"

Read More

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"

Read More

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"

Read More

Minimize calculation (in games worth playing)

This is a short follow-up to my article, “Uncapped Look-Ahead and the Information Horizon“, in which I proposed the concept of an information horizon: the distance between the current turn, and the point at which information becomes known to a player (usually, but not always, this means that it has become “public information”). A simpler … Continue reading "Minimize calculation (in games worth playing)"

Read More