Sense of Mystery in Death Road to Canada
Greatest of games nurture a certain sense of mystery! Death Road to Canada is a prime example of such games!
Continue readingSense of Mystery – Game Design
In gaming, mystery is not merely an element; it is the lifeblood that keeps the player invested. The allure of the unknown is what makes games feel alive.
Continue readingDo Games Even Need a HUD? – Game Design
A good chunk of your field of vision in games is hidden behind a HUD that you don’t even need.
Continue readingStorytelling in Games – Game Design
Games can tell stories in ways that movies and books can only dream of. And yet, games just want to mimic movies and books?
Continue readingMinimaps Don’t Belong in Games – Game Design
Do you like having a minimap in your video games? I no longer don’t.
Continue readingInspired by Sakurai
Masahiro Sakurai, creator of Kirby and the Smash Bros. series has indirectly inspired me to write stuff.
Continue readingQuest Markers Are Ruining Games (and we’re on Youtube now)
This was supposed to be a post about Quest Markers, but it ended up as advertisement about our Youtube channel. Sorry about that!
Continue readingHow to Ruin a Player’s Sense of Adventure with Fast Travel – Game Design
You know what ruins the adventure in any game? Fast travel. Your game could be vastly better without it. Read on and I’ll tell you why.
Continue readingTeaching People With Your Games – Games have taught us #7
Want to know how to teach something with your game? How to make a good educational game? Read this and you might be pretty surprised.
Continue readingOptions vs. Freedom – Game Design
Why do games try to hand us premade options, instead of freedom? Let me tell you if you should use options or freedom in your game design.
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