Keith Burgun's Blog
I'm the lead game designer at Dinofarm Games, creators of 100 Rogues and Auro. I'm also the author of Clockwork Game Design. I'm a writer for Gamasutra as well as my own blog at keithburgun.net.
Email me at firstname.lastname@example.org.
NYU's Practice: Game Design in Detail conference is one of the best conferences in the world for those who really want a technical deep dive on understanding interactive systems. But this year's event seemed quick to reject opportunities for progress.
Game design and programming are two totally different, wholly unrelated disciplines. But since computers are the best tool for executing game design, I think game designers really should learn to program, and I didn't always think so.
Asymmetric forces, as we see in games like Starcraft, Magic: The Gathering or Street Fighter, are a dominant design pattern in games. In this article, I explain some of the pitfalls of this pattern, and suggest some guidelines for avoiding them.
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.
Addiction-based games are arguably bigger than ever these days. Why is it such a big problem, and why does no one seem to care?
We're creating a new mode to bridge the gap between Auro and the expectation of many players. However, this mode is more than just a new mode; it represents a philosophical shift with how we attempt to communicate with our audience.
Keith Burgun's Comments
[Blog - 11/17/2015 - 01:12]
I don 't think I ...
I don 't think I would lose intellectual ground for saying I hated those gifs / found them offensive, I just thought that the way I said that was a more effective way of getting that message across. I have no shame at all about saying my opinion clearly on ...
[Blog - 11/12/2015 - 12:20]
[Blog - 11/10/2015 - 04:44]
Toys are very, very durable. ...
Toys are very, very durable. There 's very few things that can damage a toy. The only thing I can think of which can damage a toy is a goal.
[Blog - 10/01/2015 - 01:22]
Oh okay. Well, some games ...
Oh okay. Well, some games ask you to make a huge chunk of strategy decision - i.e. which abilities you will even have, before the match proper even begins - i.e. before you have any information on which to make such a decision.
[News - 10/01/2015 - 03:19]
We can define words to ...
We can define words to mean whatever we want. If I tell you that when I say X I mean candy cane , you can remember that when I say I like to eat X , I mean candy canes. Game is not any exception to this rule about language ...
[Blog - 09/11/2015 - 03:54]
Good piece. I like how ...
Good piece. I like how direct and to-the-point it is. r n r nI think something you 're sort of circling around saying is the fact that, for any game system, there is probably some ideal amount of content. There are a certain finite number of characters or weapons or ...