Nikhil Murthy's Member Blogs
Breaking down how the 1998 IF Photopia built a feeling of powerlessness.
An interactive article showing how different kinds of pull algorithms work.
Examining Rock, Paper, Scissors and why people don't play it for fun.
Looking at the original Pokemon games and Pokemon Go for ways to add value to the pieces of your game.
Letting players express themselves in a game can be a very powerful tool. This article goes over a few concepts to help you better support self-expression for your players.
How the game Drowning In Problems affected me and why I think it was so powerful.
About the combat system of Renowned Explorers, how it remains deep and why I like it so much.
Depth and complexity are core concepts for the successful design of a game. However, both of them have become overloaded in meaning and sometimes feel indistinguishable. Here is my current thinking on these two subjects.
Gods Will Be Watching doesn't try to be fun, and that allows them to do interesting things with their game. Here, I analyze the decisions the game makes that normally would be unthinkable.
[Previous Nikhil Murthy Blogs]