Party games, and to a lesser extent family games, have always been reward-based (you're rewarded for participation) rather than consequence-based (winning and losing is important, plus more), but hobby games were usually the latter. Not any more.
Randy thinks a bit about his love and frustration for Clash Royale.
In this article, game designer Sande Chen follows up on the ways games can provide a truly emotional experience.
Deep dive in to hooks and baits of social casino games, utilisation of psychological principles for unique monetisation and conversion opportunities.
A level design deep dive on why Dark Souls 3's Cemetery of Ash serves as an expertly-designed tutorial that can push newcomers to their first major victory within the first hour of play.
In this article, game writer Sande Chen discusses how storytellers can mitigate ludonarrative dissonance by respecting the player experience