Dan Felder's Blog
The depths of game design, where the cautious dare not tread.
Design 101 is back! Today we talk about the core concept behind keeping players engaged.
How one simple structure supports thousands of excellent games.
It's one of the most controversial topics in game design, and it's all a big misunderstanding.
The words "post-mortem" have never been so appropriate.
“When a man does not know what harbor he is making for, no wind is the right wind.”
Can you make a bad game good?
Dan Felder's Comments
[Blog - 06/30/2015 - 01:28]
I think that Journey is ...
I think that Journey is a little more than an experience r n r nStories are experiences. They are the experiences of people, real or imagined. When a story is recounted, it 's story telling. When a story is lived, it 's story living. When the girl from Wild goes ...
[News - 06/22/2015 - 06:39]
I 'm a huge fan ...
I 'm a huge fan of artistic games, story games, atmospheric games and so on. This game should have been perfect for me, but I found the presentation of it repellent. The trailer seemed overwrought and uninteresting. The limitation of the character interaction seemed like the kind of thing that ...
[Blog - 06/05/2015 - 01:14]
Tomi, how exactly would a ...
Tomi, how exactly would a few japanes people harm the culture of August Wilson 's famous african american play Fences Surely you can work a few japanese characters in. r n r nRepresentation of more diverse ethnicities in games is a crucial point. However, there would indeed be a cost ...
[Blog - 06/02/2015 - 01:30]
I agree. However, I think ...
I agree. However, I think it might be a less clear way of communicating an important thing. As a lot of other people don 't just ask you, why did you design it this way A lot of times, people strongly disagree with your ideas for reasons that betray a ...
[News - 05/08/2015 - 02:29]
[Blog - 05/05/2015 - 01:22]
Oddly enough, the puzzle strike ...
Oddly enough, the puzzle strike example held up in the article actually did have a turtling problem and was solved by making the 4 gem uncounter-crashable. That 's a similar high lever fix, not like the whole game 's structure was redone.