Game Design

Fumbling Toward Fun: Game Design and the Great Unknown

A while back, my dad sent me a quote that I immediately stuck on the wall next to my desk. It’s applicable to his long career in geotechnical engineering, but it’s attributed to A. R. Dykes, who was talking about structural engineering: “Engineering is the art of molding materials we do not wholly understand into […]

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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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