The forces that push us to play just one more turn, or level to obtain a reward can be very strong. This is what we call the compulsion loop. Look into its anatomy.
Why the reach high point system is used in most open-world games since the original Assassin’s Creed.
Game balancing is key for game design, but we often approach it from a number-driven angle which distract us from the big picture, the resulting dynamic. Read my tips on game balancing.
Which of narrative or gameplay should take the lead in video games?
Zero-Sum games is a very important concept for game systems as well as rewards, so here is my perspective on it, as well as examples on what it means for game design.
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.