Strike Suit Zero: Mission 9

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



Kerbal Space Program: Campaign Mode

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



Why Am I Doing This Again?

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



Trusting the System

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



Errant Signal: An Aimless Diatribe On Fun

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



Reset Button: Megatextures

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



Minecraft – Creepier Creepers

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



Recursive Procedural

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



The Quicktime Hurdle

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



Dance Dance Quicktime Event

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



MMO Population Problems

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



Descent: The Game That Ruined Me

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



Fuel: Terrain

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



Fuel: Roads

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



FUEL: Defining Procedural

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



Soldak Asks: Dungeon Crawl Gameplay

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



Experienced Points: The Final Boss

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



Experienced Points: Everyone’s Favorite Crutch

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



The Need for Challenge

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



Auto-Adjusting Frustration

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



Interactive Fiction:
Feedback Parser

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



Phantom of the Arcade

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



The Right Toy for the Job

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



Games and the Fear of Death

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



The Survival Sneaker

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



The Survival of Survival Horror

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



The Cost of Spectacle

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



Game Developers at the Beach

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



Story Ownership

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



Zero XP

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



Roundtable:
The Flawed Champion

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



Roundtable:
The Tough Guy

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



User-made AI

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



Un-Enlightened

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



Freedom vs. Story

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



What Makes a Great RPG, Part III

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



What Makes a Great RPG, Part II

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



What Makes a Great RPG?

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



The Perfect Game

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



Sticks and Stones Demo

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



GTA: LCS: Grand Theft Railroad

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



How Hard is this Game?

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



Morality Modeling

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



Have Fist, Will Subjugate

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



Philosophy Fighter

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



Episodic Content

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



Videogame Morality & Procedural Content

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



Competitor vs. Builder

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



Failure to Communicate

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



The Tickle Animation

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



Roundtable:
MMO Games & Social Busywork

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



The Plot-Driven Door

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



Cheat Codes

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



Videogames + Exercise

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



“Girl” Games

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



Scope And Scale

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



Pencil and Paper vs. Pixels

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



Virtual Villagers & Game Design

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



Harshing Our Mellow

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



NPCs and Immersion

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



Oblivion: Burglar’s paradise

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



Role Playing Games

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



Do it again, stupid

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



Indie Games

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



Dueling Gameplay

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



Ping Time

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



Multiplayer is not for everyone

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



GTA: Cars and Carnality

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



From tabletop to desktop

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



Self-Balancing Gameplay

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



Surrender, Monkeys!

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



I know Kung-Fu, Part 2

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



I know Kung-Fu

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



Emergent Gameplay

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




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