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My Game Design Testament
If I could name one source on what makes good game design, this GDC ’16 talk by Mark Rosewater, the lead designer of Magic: The Gathering, would be it. When I first saw this years ago, I do not overstate that it was an epiphany. He characterizes so perfectly my design philosophy and method that I’ve essentially taken to using it as a personal creed. I have the final slide showing all twenty lessons as my lock screen image so I can keep them in mind.
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Is PvP Dead?
Despite the title it’s a good refresher on what makes PvPvE tick and some pros and cons of PvP and PvE.
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Plucky Squire and Teaching a Game
Zelda-Inspired Plucky Squire Shows What Happens When A Game Doesn’t Trust Its Players
Interesting take. Not sure I agree with everything but it is instructive to think about how your game can ruin its own appeal by overexplaining itself in the interest of ‘teaching’ and ‘accessibility.’ Players feel better when their success honestly belongs to them.
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PvPvE is ‘Game Dev on Hard Mode’
