Looking at how form factor (or my own definition of it I guess) plays a key role in the design of video games.
Even a good game design may be doomed from the start: anyone launching in a competitive game category requires a strange attractor for user attention. Learn how to develop a good game concept using the principle of a strange attractor.
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.
Game design shares a lot in common with other kinds of design. But it is also truly unique in a couple of important ways. If so, these may lead us to a greater understanding of design and design thinking overall.
In work and "real life" we seem to think that play is a waste of time. Here I propose a basic framework to help us introduce a more play-like environment in non play situations (Playification?)
Southeast Asian micropublisher Ysbryd Games recently took to PAX East for their first exhibition ever. Here is what they've learned from that week of insanity, new friends, and oh-my-gawd-whys.