Craig Stern's Blog
There are a lot of techniques that mainstream RPGs commonly overlook for making turn-based combat clear, elegant, and tactically interesting; here, we discuss 12 of them.
If you want to build a compelling game world, you need to think not just about why the player faces the precise challenges that he or she faces.
Craig Stern responds to Mike Rose's piece about Kickstarter fatigue, arguing that crowdfunding games remains as important as ever.
Humble Indie Bundle V markets a big-team, big-budget, publisher-backed game as "indie." This practice has the potential to seriously hurt the indie community.
Video games writing isn't necessarily worse than writing in other media, and it's improved dramatically since the early days of gaming. But it can still be better. Here is what we need to make it happen.
Game makers should stop describing their non-RPG games as having RPG elements--the phrase has come to stand for some of the least interesting aspects of the RPG experience, and tends to cheapen the genre.
Craig Stern's Comments
[Blog - 01/09/2014 - 01:58]
Awesome. I 've read your ...
Awesome. I 've read your previous posts with interest--I 'm really pleased to see that you made it onto Steam and are finally making some decent money. Cheers to that
[News - 06/12/2013 - 05:54]
Considering that they developed the ...
Considering that they developed the Ouya on what is--for creating a brand new console--a shoestring budget, I don 't see what 's wrong with them trying to save money.
[Blog - 05/21/2013 - 07:22]
Arcade bars are actually growing ...
Arcade bars are actually growing quite popular in Chicago--the combination of games and drinking is appealing--and the retro nature of it, perhaps unsurprisingly, appeals to the native hipster element. r n r nOur local indie group, Indie City Games, actually has an indie arcade cabinet sitting in one of these ...
[Blog - 05/20/2013 - 02:39]
Would you say that this ...
Would you say that this is related to UBM 's move to remove most paid positions from IndieGames.com From my position as a developer, it 's obviously better for me to have my content more prominently featured, but at the same time, I am deeply uncomfortable with the move toward ...
[News - 05/07/2013 - 01:03]
Come on. Other than its ...
Come on. Other than its use of ASCII art and fantasy setting, this game has literally nothing in common with roguelikes.
[Blog - 04/11/2013 - 05:21]
The point isn 't that ...
The point isn 't that all 12 techniques are necessary they 're just tools that you can use to create a clear, elegant system with emergent complexity. If you don 't want to use one, don 't.