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

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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April 18, 2010

Innovation is always good

Innovation, in computer games at least, is always good. Well, that depends on what you mean by “good”. Is an innovative game always a fun game? No. Does an innovative game always make money? No. So what’s the point? The point is that every innovative game advances knowledge in some way. Even if only one [...]

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April 13, 2010

Game Design: Breaking the Bank in Uplink

The computer game Uplink rewards you for thinking like a computer criminal.

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Aleatory Apophenia: Endless Frontier Towns

A minor feature of Super Robot Taisen OG Saga: Endless Frontier can fool the player into thinking of the characters as real people.

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April 10, 2010

Game Mechanics: Slot Machine Design

Some games feature mechanics that operate like slot machines. I think this is bad.

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