Compulsion loop is withdrawal-driven
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.
Assassin’s Creed flow, motivation and reward
Why the reach high point system is used in most open-world games since the original Assassin’s Creed.
Tips on game balancing
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.
Interactivity as a Medium
Which of narrative or gameplay should take the lead in video games?
Zero-Sum Games for Game Design
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.
Warcraft 3 Randomness
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.
Assassin’s Creed Combat system
How a simple combat system was the best way to match the target audience taste on Assassin’s Creed.
Gameplay True Form
About the difference between winning conditions and what players really have to do to succeed.
Shooting isn’t the key mechanic of Quake
There’s more to Quake than pure aim. Learn about the decisional challenge of this game.
Halo Multiplayer Combat
Halo’s 30 seconds of fun explained.
Lessons from Pac Man
Discover the hidden depth of this videogame classic.
Creating meaningful game systems
How to convey meaning through game systems.
“Fun” kills creativity
Fun is a dangerous word to use in a creative environment.
The difference between Pleasure and Fun
Biology can help us differentiate between pleasure and fun.
Understanding Gameplay – Part two: Technique
What are the building blocks of gameplay and how to assemble them?
Understanding Gameplay – Part One: Definitions
An actionable definition of gameplay to help understand this complex term.
Design your team like you would a game
The same principles that games use to keep players engaged can be applied to structure a team to feel engaged and safe to be creative.
Teaching design instead of asset creation
Best way to learn game design is to abstract everything but game systems. This is Brian Moriarty’s approach at Worchester Polytechnic Institute.