Compared to Starcraft’s very predictible systems, Warcraft 3 and its randomness always puzzled me. Here are my conclusions on how such a random game can still be fit for competitive play.
How a simple combat system was the best way to match the target audience taste on Assassin’s Creed.
About the difference between winning conditions and what players really have to do to succeed.
There’s more to Quake than pure aim. Learn about the decisional challenge of this game.
Halo’s 30 seconds of fun explained.