You are currently browsing the archives for the category: Game Design

July 15, 2010

Game Design: De-Automation—Human vs. Computer Creativity

A recent group of “de-automated” games explore the division of labor between humans and computers in creative tasks.

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June 25, 2010

Audience-prompted storytelling

“Audience-prompted storytelling” is my name for a relatively new form of storytelling.

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June 20, 2010

Game Design Basics: Components

Games consist of mechanics, statistics and setting material.

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June 14, 2010

Game Design: Metagames, Part 2

Some games manage to simulate “warzones” as a metagame.

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June 12, 2010

Game Design – Metagames

What is a metagame, exactly? Examples from Magic: the Gathering.

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May 29, 2010

Game Design: Inductive Continuity

Sometimes the story adapts to the player.

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May 17, 2010

Game Design: System splitting

Games can often be “split” into two or more interlocking systems.

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May 8, 2010

Dice Fudging and why it’s bad

What dice fudging is and why it exists in tabletop roleplaying games.

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April 30, 2010

Improvisational Interactive Fiction

The first release of my “improvised interactive fiction game”.

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April 21, 2010

Procedural Generation (the basics)

The basics of procedural generation. With code!

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