Archive for January, 2009

In my last post I skipped across the topic of how game design quality has dropped heavily over the past decade: Games that once had small amounts of extremely replayable (stop telling me that isn’t a legitimate word) quality content have been replaced by games with massive amounts of rather mediocre content, in a scenario [...]


Fun = Success

19Jan09

Your role as a designer is to recognize and develop fun concepts, period. Fun is the core of gaming as a whole, and absolutely everything else builds up from that foundation.
This post was inspired in part by this very well written retrospective from Adam Martin, where he talks about why he believes Tabula Rasa failed. [...]