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 need to reject the glorification of violence in video games and other media.
While there will always be a place for randomness of all sorts in some kinds of interactive systems, I believe the current assumptions with regard to randomness in games are largely wrong.
There are a few philosophical positions on game development that are, I would say, "anti-design". In this short series, I will go through a few of them. We'll begin with an article about what I call "the quantity design philosophy".
Game designer, author and Gamasutra contributor Keith Burgun explains his very specific criteria, and weighs in on his favorite games from 2013.
The way we think about concepts like "winning" and "losing" in the world of single player digital games tends to be a bit strange. What do these terms really mean, and why is it important?
Asymmetrical forces have always been a dominant design pattern for videogames. In this article, I ask why that is, and suggest that we may actually be better off shooting for symmetrical designs.
Keith Burgun's Comments
[Blog - 10/30/2014 - 02:29]
I 'm not for prohibiting ...
I 'm not for prohibiting the glorification of violence, at all. I think people should be allowed to make such materials, but I hope that the culture in general has the maturity to reject it.
[Blog - 10/15/2014 - 02:02]
So if something is an ...
So if something is an experience , we can 't come up with criteria or guidelines for making better experiences Guidelines can be broken when necessary, but it seems to me that interactive systems function or fail to function due to practical reasons that we can begin to understand, at ...
[Blog - 09/29/2014 - 01:05]
XCOM is the same way ...
XCOM is the same way if I can try a battle over and over again until all my shots hit and all my soldiers survive, then the game doesn 't take skill anymore, it just takes time. Ironman mode is a game option available at the start of a campaign ...
[Blog - 07/02/2014 - 08:39]
I like that the first ...
I like that the first example of a game with a lot of clones here is 2048, which is ITSELF a clone of Threes.
[Blog - 07/01/2014 - 03:32]
If someone makes a game ...
If someone makes a game that is overall basically the same game as Fruit Ninja, but it 's significantly worse, that thing has no value. Even if it has one or two merits in there, really, we already have Fruit Ninja, so this new less good Fruit Ninja is really ...
[News - 03/20/2014 - 01:55]
Why do people argue about ...
Why do people argue about whether something is a INSERT WORD HERE but avoid providing a definition for that word I see a lot of debates like this... and it 's like, OBVIOUSLY the answer is contingent on how you are defining the word game . The whole reason there ...