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...
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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...
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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...
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Game systems: An in-depth look at gacha boxes
As more and more games transition to, or are created in, the free-to-play model, certain free-to-play mechanics have come under greater scrutiny. One of the more contentious forms of free-to-play...
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