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Divide Progress Into Discrete Units

Defeating an enemy; overcoming an obstacle; surviving in the face of adversity: success and failure are at the very core of the game-player's experience. Games offer players a number of choices, some...

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Bad Interface: Dragon Quest VIII

The game: Dragon Quest VIIIThe background: In a battle against a group of monsters, a player who wishes to attack has to first choose the "attack" option from within the game's "fight" menu, and then...

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Remembering Goals

The issue: Certain kinds of games require that players keep one or more specific goals in mind as they play. Players who return to a game after a long absence may find it difficult to remember what...

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Design Flaw: Zelda: The Wind Waker

The game:Zelda: The Wind WakerThe background: One of the islands in the game, the largest of the Mother and Child Isles, is impossible to reach on foot. A talking fish that's swimming in the area tells...

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Bad Interface: Civilization IV

The game:Civilization IVThe background: Numerous times over the course of the game the player is asked to choose from a list technologies that determine the units and improvements available in play....

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Design Flaw: In Your Face

The Game: In Your FaceThe background: In Your Face is a street basketball game for the original Nintendo Game Boy. At the beginning of every game, a coin-flip animation is shown to represent the...

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Game Design Questions

Some questions every game designer should ask during the game development process:Are the game's interfaces and user controls consistent throughout the game? If they're not, is there a good reason why...

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Walkthrough? I Don't Need No Steenking Walkthrough!

Principle: If a game requires a strategy guide or walkthrough to complete, it's broken. If the game may be completed without one but nevertheless provokes a not insignificant number of players to...

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Meaningful Mistakes

Principle: Sometimes a player's mistakes aren't really mistakes.If a player has no good reason to believe a particular action might lead to failure, then failure should not be blamed on the...

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Cause and Effect

Principle: Avoid responding to the player's actions with behavior that is contrary to reasonable player expectations, as it breaks the implied "contract" between the player and the game...

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Failure by Random Numbers

Failure by random numbers can occur whenever the random processes that determine failure aren't significantly influenced by the player's choices, giving players little or no meaningful control over the...

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[Offtopic] Software Activation and IP Ownership

Softimage XSI has recently been acquired by Autodesk, the company that owns competing packages 3ds Max and Maya. Users who've purchased XSI through its former owner will now have to deal with Autodesk...

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Moving Around in 2 and 3 Dimensions

Here are some differences between ground-level 3D and top-down 2D environments, and their implications for ease of navigation:The way the shapes of objects change as the player moves around the game...

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Emotions in Games

Authors and filmmakers who wish to evoke particular emotions in their audience often rely on the audience's ability to empathize with the characters portrayed in the narrative, and especially with the...

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Saving, Reloading and Player Failure

When the subject of free versus restricted saving comes up, people often end up conflating the issues of players being free to save their progress at any time and games requiring players to replay...

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A History of the Amiga

A History of the Amiga, from Ars Technica:Part 1: GenesisPart 2: The birth of AmigaPart 3: The first prototypePart 4: Enter CommodorePart 5: Postlaunch bluesPart 6: Stopping the bleedingPart 7: Game on!

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Controlling Aspect Ratio in Unity

Games made with Unity allow users to pick a screen resolution on startup through Unity's Display Resolution Dialog. While it's possible to disable this feature and force a game to use a particular...

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Narrative and Consequences

The holy grail of narrative game design is a game with a carefully constructed narrative that players can influence to the same degree as their real lives. The goal is to have stories that are every...

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Play to Conceive

Principle: Play without a purpose for new or better experiences.As you develop your game, engage in unstructured play to get a feel for the game's mechanics and the gameplay opportunities they offer....

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Don't think "random", think "statistics"

Principle: Make die rolls random, but outcomes statistical.While dice and other random number generators may appear to go against the notion that players should be in control of their fate, they are,...

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