In The Games Of Madness
Wednesday, 27 September 2017

SOMA - Two Years Later

›
It's over two years since we released SOMA, so it's time for another update on how things have been going. First of all, let...
51 comments:
Wednesday, 5 July 2017

The Illusion of an Analog World

›
There is something about unclear options which make choices a lot more interesting . This post goes into the reasons behind this, and variou...
4 comments:
Wednesday, 28 June 2017

The Complexity Fallacy

›
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

›
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

›
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

›
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:
‹
›
Home
View web version
Powered by Blogger.