Game Development

Roads Not Taken: Building Better Narratives for Games, Part Two

When you curl up with a good novel, you expect the writer to take you on a journey.  If the author’s any good, you won’t anticipate every plot beat. You’ll be surprised by the twists and turns of the story, and characters will do and say things you couldn’t have anticipated on page 1. The …

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Winter of our Discontent: The Game Industry’s Churn Continues

I’m keeping it short this week. As the New Year began, I mentioned wanting to write less often about the industry’s problems. Last year was exhausting and I was determined to kick off 2024 with a more hopeful outlook. I still feel good about the long-term future of the game industry. A decade or two …

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Eating Well: Strategy Game Design and the Feast of Choice

Regardless of the genre, playing games is fundamentally about making decisions. Good decisions in game design involve both choice and consequence. The more players see and feel the results of their decisions, the more engaging a game will be. In a shooter, choices and their consequences are immediate and clear – which enemy to target …

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Hand in Hand: Building Better Narratives for Games

Game design was a less specialized vocation when I first entered the industry. Teams were smaller and most designers wore all the hats – systems, content, and narrative. Still, my previous experience as a writer and editor meant I often got tapped for narrative work. My first contract job was creating single-player campaign story content …

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Thin Red Lines: The Problematic and Evocative War Game

Just before sixth grade, I moved from rural New Hampshire to the planned suburbs of Columbia, Maryland. The environments could not have been more different. It took a while to make new friends, but within a year or so, I started to settle in and find “my people.” It was in those formative middle-school years …

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Thumb on the Scales: When to Toss Game Balance Aside

When I worked at Ensemble, the studio was fortunate to have a dedicated balance team. The team included some of the best competitive real-time strategy players around; their full-time job was to balance the real-time strategy games that made the studio famous. No matter the genre, developers talk about balancing their game a lot. It’s …

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Mayhem, Madness, and Games: Farewell to 2023

A freelance consultant’s days are busy but unpredictable. For any given week, I might have work for multiple clients, or I might be tinkering with my own game, or I might be seeking out new contracts for a future quarter. Most likely it’s a mix of all three. Consulting doesn’t have anywhere near the security …

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Peanut Butter and Chocolate: Mixing Genres in Game Design

Those of us of a certain age will remember the old commercials for Reese’s Peanut Butter Cups. It’s an easy-to-understand idea – a candy that combines two flavors to produce something entirely new and tasty. Never mind that Reese’s Peanut Butter Cups (love them or hate them) don’t taste much like an actual chocolate bar …

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