Game Design

Friction Reduction: Better than Fun

Over the years, I’ve taken feedback notes for a LOT of playtest sessions. Several studios I’ve worked for, notably Ensemble, relied heavily on an iterative process. Team playtesting was a factor in decision-making and identifying the next steps. It was an “agile” process (small-A) before there was Agile. While the weekly sessions could sometimes get …

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Fake News

Despite the title, this post is about game design, not politics. Specifically it’s about a topic I’ve spent a large portion of my career pondering: how to deliver meaningful, engaging narratives in games. For some genres the answer is clear. Linear adventure games and other experiences where narrative is the primary focus can lean on …

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