In The Games Of Madness
Wednesday, 28 June 2017

The Complexity Fallacy

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It is easy to think that the player sees all of the complexity you put into a game, but nothing could be further from the truth. A game'...
12 comments:
Tuesday, 20 June 2017

Gaps of the Imagination

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We don't perceive every single piece of information around us. Instead we must constantly fill in blanks in our knowledge to properly cr...
2 comments:
Thursday, 15 June 2017

Choices, Consequences and the Ability to Plan

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This article goes over why it is so important for choices to matter in a game and how it all has to do with planning. If a user perceives th...
8 comments:
Tuesday, 30 May 2017

Planning - The Core Reason Why Gameplay Feels Good

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In this post I dig into planning, and how it is a fundamental part of what makes a game engaging. Planning affects many aspects of what is s...
24 comments:
Tuesday, 23 May 2017

The SSM Framework of Game Design

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This article goes over a framework for understanding how videogames work. It divides games into systems, story, and a mental model, and then...
6 comments:
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