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Blog: When and how game designers should use 'headwinds'  by
Using headwinds at the early stage of your game's design can keep the game feeling close, allow players to catchup and keep players interested until the end. But they are quite subtle and are often conflated with catch-up mechanisms, caps and tailwinds.
Blog: The nemesis of narrative  by
The recent patenting of the Nemesis system in the Middle-Earth series is a blow to the ecological system of entertainment, where the game business runs the risk of painting itself into a corner.