Greg McClanahan's Blog
I've been with Kongregate since 2006. I make all the badges, and I'm the editor for Kongregate's blog.
Having trouble coming up with achievement names? That's because it's really hard! This article provides some tips and shortcuts for the achievement-naming process, plus commentary on the value of inserting small "personality details" into your game
An in-depth look at several key design decisions made in War Metal: Tyrant, a free to play online CCG.
Critiquing Blizzard's official statement regarding World of Warcraft's subscriber loss, and offering some alternate solutions.
Can a streamlined and logical game mechanic in World of Warcraft turn out to be detrimental to the underlying psychological addiction factor?
A guide about how to stop putting terrible achievements in games.
Preparation notes from a talk I gave at this year's Casual Connect in Seattle regarding common mistakes made by new game developers.
Greg McClanahan's Comments
[Blog - 06/26/2017 - 09:47]
I definitely agree that this ...
I definitely agree that this is poor achievement design -- I use unique stats/metrics between achievements whenever possible, and I also avoid grindy achievements in general you 'll notice that the vast majority of kill X enemies badges on Kongregate are easy badges that take about 15 minutes -- I ...
[Blog - 07/08/2011 - 05:25]
The irony of this article ...
The irony of this article is that while it 's advocating equality, it 's also filled with stereotypical implications. r n r nFor example, comparing temper tantrums of a director with that of a 3-year-old. Why are women specifically designated as caregivers here Is there some reason for women to ...
[News - 07/01/2011 - 12:47]
An EV/EBITDA of 46 isn't ...
An EV/EBITDA of 46 isn't totally ridiculous given Zynga's recent growth. The question is just whether they can maintain this growth rate. It bears emphasis that the stock market is all about growth, growth, growth. Evaluate Zynga by its future forecast, not its present. I'm not sure where you're getting ...
[Blog - 06/25/2011 - 10:40]
I'm not sure I agree ...
I'm not sure I agree with having extra item rewards for the winning team -- it's always a bit risky to offer too high incentives for winning when players are allowed to hop servers and switch teams.
[News - 06/24/2011 - 05:36]
[Feature - 06/08/2011 - 04:00]
This is a really great ...
This is a really great article, and I'm glad that you highlighted why imbalance can be such a bad thing. Sometimes I'll point out to new developers that a weapon or element in their game is overpowered, and their response will often be something along the lines of, Then don't ...