Strike Suit Zero: Mission 9

By Shamus
on Aug 1, 2013
Filed under:
Game Design

40 comments




Kerbal Space Program: Campaign Mode

By Shamus
on Apr 18, 2013
Filed under:
Game Design

90 comments




Why Am I Doing This Again?

By Shamus
on Nov 29, 2012
Filed under:
Game Design

179 comments




Trusting the System

By Shamus
on Oct 24, 2012
Filed under:
Game Design

202 comments




Errant Signal: An Aimless Diatribe On Fun

By Shamus
on Jul 27, 2012
Filed under:
Game Design

73 comments




Reset Button: Megatextures

By Shamus
on Feb 16, 2012
Filed under:
Game Design

153 comments




Minecraft – Creepier Creepers

By Shamus
on Jan 24, 2011
Filed under:
Game Design

118 comments




Recursive Procedural

By Shamus
on Jul 21, 2010
Filed under:
Game Design

111 comments




The Quicktime Hurdle

By Shamus
on Jul 18, 2010
Filed under:
Game Design

113 comments




Dance Dance Quicktime Event

By Shamus
on Jul 4, 2010
Filed under:
Game Design

85 comments




MMO Population Problems

By Shamus
on Dec 30, 2009
Filed under:
Game Design

62 comments




Descent: The Game That Ruined Me

By Shamus
on Nov 12, 2009
Filed under:
Game Design

110 comments




Fuel: Terrain

By Shamus
on Sep 30, 2009
Filed under:
Game Design

24 comments




Fuel: Roads

By Shamus
on Sep 28, 2009
Filed under:
Game Design

34 comments




FUEL: Defining Procedural

By Shamus
on Sep 23, 2009
Filed under:
Game Design

46 comments




Soldak Asks: Dungeon Crawl Gameplay

By Shamus
on Jun 29, 2009
Filed under:
Game Design

70 comments




Experienced Points: The Final Boss

By Shamus
on Feb 13, 2009
Filed under:
Game Design

48 comments




Experienced Points: Everyone’s Favorite Crutch

By Shamus
on Feb 6, 2009
Filed under:
Game Design

52 comments




The Need for Challenge

By Shamus
on Jan 26, 2009
Filed under:
Game Design

142 comments




Auto-Adjusting Frustration

By Shamus
on Jan 15, 2009
Filed under:
Game Design

120 comments




Interactive Fiction:
Feedback Parser

By Shamus
on Nov 5, 2008
Filed under:
Game Design

42 comments




Phantom of the Arcade

By Shamus
on Oct 31, 2008
Filed under:
Game Design

20 comments




The Right Toy for the Job

By Shamus
on Sep 16, 2008
Filed under:
Game Design

89 comments




The Golden Age of PC Gaming

By Shamus
on Sep 5, 2008
Filed under:
Game Design

173 comments




Games and the Fear of Death

By Shamus
on Aug 20, 2008
Filed under:
Game Design

89 comments




The Survival Sneaker

By Shamus
on Aug 18, 2008
Filed under:
Game Design

105 comments




The Survival of Survival Horror

By Shamus
on Aug 6, 2008
Filed under:
Game Design

75 comments




The Cost of Spectacle

By Shamus
on Jul 30, 2008
Filed under:
Game Design

139 comments




Game Developers at the Beach

By Shamus
on Jul 15, 2008
Filed under:
Game Design

89 comments




Story Ownership

By Shamus
on Jul 5, 2008
Filed under:
Game Design

28 comments




Zero XP

By Shamus
on Jun 16, 2008
Filed under:
Game Design

84 comments




Roundtable:
The Flawed Champion

By Shamus
on May 9, 2008
Filed under:
Game Design

39 comments




Roundtable:
The Tough Guy

By Shamus
on Apr 11, 2008
Filed under:
Game Design

41 comments




User-made AI

By Shamus
on Apr 10, 2008
Filed under:
Game Design

55 comments




Un-Enlightened

By Shamus
on Feb 22, 2008
Filed under:
Game Design

61 comments




Freedom vs. Story

By Shamus
on Oct 1, 2007
Filed under:
Game Design

48 comments




What Makes a Great RPG, Part III

By Shamus
on Sep 27, 2007
Filed under:
Game Design

80 comments




What Makes a Great RPG, Part II

By Shamus
on Sep 27, 2007
Filed under:
Game Design

50 comments




What Makes a Great RPG?

By Shamus
on Sep 26, 2007
Filed under:
Game Design

73 comments




The Perfect Game

By Shamus
on Aug 28, 2007
Filed under:
Game Design

76 comments




Sticks and Stones Demo

By Shamus
on Jun 14, 2007
Filed under:
Game Design

21 comments




GTA: LCS: Grand Theft Railroad

By Shamus
on Apr 24, 2007
Filed under:
Game Design

34 comments




How Hard is this Game?

By Shamus
on Apr 21, 2007
Filed under:
Game Design

55 comments




Morality Modeling

By Shamus
on Apr 12, 2007
Filed under:
Game Design

25 comments




Have Fist, Will Subjugate

By Shamus
on Apr 11, 2007
Filed under:
Game Design

40 comments




Philosophy Fighter

By Shamus
on Mar 20, 2007
Filed under:
Game Design

22 comments




Episodic Content

By Shamus
on Mar 6, 2007
Filed under:
Game Design

28 comments




Videogame Morality & Procedural Content

By Shamus
on Feb 28, 2007
Filed under:
Game Design

10 comments




Competitor vs. Builder

By Shamus
on Feb 20, 2007
Filed under:
Game Design

25 comments




Failure to Communicate

By Shamus
on Feb 16, 2007
Filed under:
Game Design

23 comments




The Tickle Animation

By Shamus
on Feb 15, 2007
Filed under:
Game Design

16 comments




Roundtable:
MMO Games & Social Busywork

By Shamus
on Feb 14, 2007
Filed under:
Game Design

42 comments




The Plot-Driven Door

By Shamus
on Feb 12, 2007
Filed under:
Game Design

60 comments




Cheat Codes

By Shamus
on Feb 12, 2007
Filed under:
Game Design

25 comments




Videogames + Exercise

By Shamus
on Feb 6, 2007
Filed under:
Game Design

52 comments




“Girl” Games

By Shamus
on Dec 7, 2006
Filed under:
Game Design

37 comments




Scope And Scale

By Shamus
on Nov 9, 2006
Filed under:
Game Design

2 comments




Pencil and Paper vs. Pixels

By Shamus
on Nov 4, 2006
Filed under:
Game Design

17 comments




Virtual Villagers & Game Design

By Shamus
on Nov 3, 2006
Filed under:
Game Design

8 comments




Harshing Our Mellow

By Shamus
on Sep 27, 2006
Filed under:
Game Design

9 comments




NPCs and Immersion

By Shamus
on Aug 31, 2006
Filed under:
Game Design

15 comments




Oblivion: Burglar’s paradise

By Shamus
on Jul 19, 2006
Filed under:
Game Design

26 comments




Role Playing Games

By Shamus
on Jul 4, 2006
Filed under:
Game Design

14 comments




Do it again, stupid

By Shamus
on Apr 24, 2006
Filed under:
Game Design

161 comments




Indie Games

By Shamus
on Apr 18, 2006
Filed under:
Game Design

7 comments




Dueling Gameplay

By Shamus
on Mar 31, 2006
Filed under:
Game Design

105 comments




Ping Time

By Shamus
on Mar 21, 2006
Filed under:
Game Design

4 comments




Multiplayer is not for everyone

By Shamus
on Mar 10, 2006
Filed under:
Game Design

7 comments




GTA: Cars and Carnality

By Shamus
on Mar 8, 2006
Filed under:
Game Design

19 comments




From tabletop to desktop

By Shamus
on Mar 6, 2006
Filed under:
Game Design

26 comments




Self-Balancing Gameplay

By Shamus
on Mar 1, 2006
Filed under:
Game Design

43 comments




Surrender, Monkeys!

By Shamus
on Feb 28, 2006
Filed under:
Game Design

12 comments




I know Kung-Fu, Part 2

By Shamus
on Feb 11, 2006
Filed under:
Game Design

25 comments




I know Kung-Fu

By Shamus
on Feb 10, 2006
Filed under:
Game Design

34 comments




Emergent Gameplay

By Shamus
on Feb 2, 2006
Filed under:
Game Design

0 comments





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