Demanding Madness
It’s been a while since I’ve done any shameless self-promotion here. That’s not due to any new-found shame in self-promotion, I assure you, but rather… Read More »Demanding Madness
It’s been a while since I’ve done any shameless self-promotion here. That’s not due to any new-found shame in self-promotion, I assure you, but rather… Read More »Demanding Madness
Yes, yes, we all know I’m crazy about player stories in games. They increase engagement, virality, and other social gaming buzzwords I’m not going to… Read More »Lemme tell ya about my character
A few weeks ago, I wrote of the glory and beauty of victory conditions and how, if your game doesn’t have them, it’s not really… Read More »Winners Without Losers, Games Without End
Last night, I rolled up my first Dungeons and Dragons character in over a decade. I never played third edition (not sure how that happened),… Read More »The D&D Code
Sit down, son. It’s time we had a talk about where video games come from. You see, when a designer loves a game idea very… Read More »Clarity by Design
Over the long Memorial Day weekend, I was blessed with an opportunity to hang out with relatives I don’t often see, visit a bunch of… Read More »Feedback and Fun
Pop quiz, hot shot! What do you call a tabletop game without victory conditions? (Wait for all the smart alecs in the back of the… Read More »The Victorious Condition of your Victory Conditions
I’ve been thinking again about player stories in video games. No, not the soaring epics crafted by the masters at Bioware and Valve, but the… Read More »Virulent Stories
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
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