Category: Game Systems
On crafting the rules that define what players can and cannot do, and that determine the flow of resources within a game.
Affordances in game systems design
Image Uncharted 4: A Thief's End, Naughty Dog Have you ever played a game where you instinctively know what to do as soon as you pick up the controller? All the elements of the games are...READ MORE
Game systems: Feedback loops and how they help craft player experiences
Image via Nintendo/YouTube Have you ever been monstering a race in Mario Kart and then, blam, the blue shell hits and you’ve got a few seconds of teeth-grinding frustration while you wallow about...READ MORE
Game systems: Battle passes and how to balance them
Battle Passes are looking like an established trend in free-to-play games, especially PVP, slowly substituting the older aspirations of subscription models that have only been successful for a...READ MORE