The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot  |
| Posted by Josh Bycer on 02/08/12 04:27:00 pm
in
Game Design
|
| In this first of several parts aimed at Action RPG design, I examine the use of loot as a motivator. |  |
| Read More... | 4 Comments |
Minmaxing - Is turn-based fun anymore?  |
| Posted by Wesley Paugh on 02/06/12 04:14:00 pm
in
Game Design
|
| Are turn-based games less fun when a programmer does his best to win? |  |
| Read More... | 53 Comments |
| What happened with Shadow Physics: An Introduction |
| Posted by scott anderson on 02/05/12 09:33:00 pm
in
Business,
Game Design,
Production,
Console/PC,
Indie
|
| First in a series of posts about the development of the cancelled indie game Shadow Physics |  |
| Read More... | 3 Comments |
Examining The Concept of the "Anti-Co-op" Experience  |
| Posted by Josh Bycer on 02/03/12 02:56:00 pm
in
Game Design
|
| Is there more to cooperative games then being cooperative? Today's post takes a look at another form of "working together." |  |
| Read More... | 14 Comments |
An Ode to War Metal Tyrant's Game Design  |
| Posted by Greg McClanahan on 01/30/12 05:46:00 pm
in
Game Design,
Social/Online
|
| An in-depth look at several key design decisions made in War Metal: Tyrant, a free to play online CCG. |  |
| Read More... | 3 Comments |
Maddening For the Wrong Reasons- An Analysis of Alice: Madness Returns  |
| Posted by Josh Bycer on 01/30/12 03:22:00 pm
in
Game Design
|
| Alice: Madness Returns was a strange example of being too much of an average thing. |  |
| Read More... | 14 Comments |