Keith Burgun's Blog
I'm the lead game designer at Dinofarm Games. I designed 100 Rogues and I'm currently working on AURO. I'm also the author of Game Design Theory: A New Philosophy for Understanding Games. I'm a writer for Gamasutra, and I also have taught Game Design a number of schools, including the New York Film Academy and SUNY Purchase.
Email me at keithburgun - at - gmail.com.
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.
Many competitive games have a problem known as "turtling", or overly defensive play. In this article, I explore some of the reasons that it keeps happening.
There's been a lot of discussion about how to prevent toxic behavior in players of online competitive games. Today I'd like to suggest a different approach.
I've been looking at videogames in the wrong way for a long time. Videogames are fundamentally toys, even those that profess to be strategy games. In this article, I go into depth on the value of toys and how we're failing to capitalize on them.
“Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general.
The launch version of Auro was received super-well, but we also got some complaints about how the game is hard to learn. Here's what we think we did wrong with our Tutorial, and here's what we plan on doing about it.
Keith Burgun's Comments
[Blog - 06/03/2015 - 02:15]
I have indeed read about ...
I have indeed read about flow although not from this specific source . Hopefully pushing a monster one space back so he lands on water qualifies as a clear task. I recognize that in Auro, some of the spells are not as clear as they could be mostly this is ...
[Blog - 05/14/2015 - 07:12]
To clarify, I 'm not ...
To clarify, I 'm not saying teaching people to appreciate pixel art is anywhere near as hard as it would be to teach them Spanish. I just used that as an example to show that if you can avoid costs like that and lose no value, you might as well.
[Blog - 05/05/2015 - 01:22]
If all proposed game design ...
If all proposed game design guidelines must account for everything that some people may like , then we cannot propose any game design guidelines. That 's actually kind of where we 've been stuck for 20 years, which is why so little progress has been made. My position is that ...
[Blog - 04/23/2015 - 06:17]
This post is kinda off-topic ...
This post is kinda off-topic from the article, so if you want to continue the conversation you can email me. But for now I 'll give one response here. r n r nMy forms are strictly concerned with questions of the nature of interactivity. It seems to me like you ...
[News - 04/10/2015 - 04:00]
Hey Tim, sorry for being ...
Hey Tim, sorry for being harsh before. I hadn 't come across your writing before but now I think I have a better understanding of your particular style of writing, and while it 's far from what I 'm looking for in game design analysis, there 's certainly a place ...
[News - 04/13/2015 - 10:52]
Great news. A big question ...
Great news. A big question though is, is there a legitimate way for developers of Unity games to get their work on the 3DS