Embracing Limitations
As a game designer, I’m afraid of the blank page. The white expanse glares at me, daring me to soil it with my half-baked ideas.… Read More »Embracing Limitations
As a game designer, I’m afraid of the blank page. The white expanse glares at me, daring me to soil it with my half-baked ideas.… Read More »Embracing Limitations
I made the comment on Facebook that, for a guy without a job, I sure haven’t been playing much World of Warcraft. That was three… Read More »Time Enough for Fun
I made an amazing discovery last week. When a bird wants to destroy a structure, it does not, in fact, launch itself with a giant… Read More »At War with the Birds
It occurred to me this week, between juggling three projects and defending my home against a particularly aggressive woodpecker (Seriously! The beast put a 3″… Read More »A World of Adventure
The hard part of playtesting a game prototype isn’t the playing. It’s the testing. (If the playing is the hard part, you’re either suffering some… Read More »Playtesting 1, 2, 3… is this thing fun?
Remember the old days of the Internet? When you could drop a bulleted list of links onto a shocking pale and naked page of HTML… Read More »A Few of my Favorite Things
In last week’s accidentally-long post on immersion and engagement in games, I touched on something that I realized could be its own (much shorter) post:… Read More »Theme and Mechanics: Gaming’s Cake and Icing
We’re living in the future. Don’t give me any guff about flying cars. Or moon bases, either — geez, you people and your moon bases.… Read More »I Love Living in the Future
I’m trying to be brief. My inner editor is holding my inner game designer’s dog at gunpoint and nodding meaningfully at his watch. “Keep it… Read More »What’s the story with MMOs?
“The world is nothing but an illusion,” says the stoner mystic. “Reality is all in our own heads, man.” While his very words force me… Read More »Zen and the Art of Immersive Gameplay