Disability and Video Games: Easy Mode By Bay Posted Sunday Sep 4, 2022 Filed under: Column, Epilogue, Game Design, Video Games 63 comments
Lost in Translation: Console-to-Console Porting By Bay Posted Sunday Aug 28, 2022 Filed under: Epilogue, Game Design, Video Games 69 comments
Strike Suit Zero: Mission 9 By Shamus Posted Thursday Aug 1, 2013 Filed under: Game Design 40 comments
Kerbal Space Program: Campaign Mode By Shamus Posted Thursday Apr 18, 2013 Filed under: Game Design 92 comments
Why Am I Doing This Again? By Shamus Posted Thursday Nov 29, 2012 Filed under: Game Design 181 comments
Trusting the System By Shamus Posted Wednesday Oct 24, 2012 Filed under: Game Design 207 comments
Errant Signal: An Aimless Diatribe On Fun By Shamus Posted Friday Jul 27, 2012 Filed under: Game Design 73 comments
Reset Button: Megatextures By Shamus Posted Thursday Feb 16, 2012 Filed under: Game Design 153 comments
Minecraft – Creepier Creepers By Shamus Posted Monday Jan 24, 2011 Filed under: Game Design 118 comments
Recursive Procedural By Shamus Posted Wednesday Jul 21, 2010 Filed under: Game Design 111 comments
Dance Dance Quicktime Event By Shamus Posted Sunday Jul 4, 2010 Filed under: Game Design 85 comments
MMO Population Problems By Shamus Posted Wednesday Dec 30, 2009 Filed under: Game Design 62 comments
Descent: The Game That Ruined Me By Shamus Posted Thursday Nov 12, 2009 Filed under: Game Design 114 comments
FUEL: Defining Procedural By Shamus Posted Wednesday Sep 23, 2009 Filed under: Game Design 46 comments
Soldak Asks: Dungeon Crawl Gameplay By Shamus Posted Monday Jun 29, 2009 Filed under: Game Design 70 comments
Experienced Points: The Final Boss By Shamus Posted Friday Feb 13, 2009 Filed under: Game Design 49 comments
Experienced Points: Everyone’s Favorite Crutch By Shamus Posted Friday Feb 6, 2009 Filed under: Game Design 53 comments
The Need for Challenge By Shamus Posted Monday Jan 26, 2009 Filed under: Game Design 143 comments
Auto-Adjusting Frustration By Shamus Posted Thursday Jan 15, 2009 Filed under: Game Design 120 comments
Interactive Fiction:Feedback Parser By Shamus Posted Wednesday Nov 5, 2008 Filed under: Game Design 42 comments
The Right Toy for the Job By Shamus Posted Tuesday Sep 16, 2008 Filed under: Game Design 89 comments
Games and the Fear of Death By Shamus Posted Wednesday Aug 20, 2008 Filed under: Game Design 92 comments
The Survival of Survival Horror By Shamus Posted Wednesday Aug 6, 2008 Filed under: Game Design 75 comments
The Cost of Spectacle By Shamus Posted Wednesday Jul 30, 2008 Filed under: Game Design 139 comments
Game Developers at the Beach By Shamus Posted Tuesday Jul 15, 2008 Filed under: Game Design 90 comments
Roundtable:The Flawed Champion By Shamus Posted Friday May 9, 2008 Filed under: Game Design 39 comments
Roundtable:The Tough Guy By Shamus Posted Friday Apr 11, 2008 Filed under: Game Design 41 comments
What Makes a Great RPG, Part III By Shamus Posted Thursday Sep 27, 2007 Filed under: Game Design 81 comments
What Makes a Great RPG, Part II By Shamus Posted Thursday Sep 27, 2007 Filed under: Game Design 51 comments
What Makes a Great RPG? By Shamus Posted Wednesday Sep 26, 2007 Filed under: Game Design 73 comments
Sticks and Stones Demo By Shamus Posted Thursday Jun 14, 2007 Filed under: Game Design 21 comments
GTA: LCS: Grand Theft Railroad By Shamus Posted Tuesday Apr 24, 2007 Filed under: Game Design 38 comments
How Hard is this Game? By Shamus Posted Saturday Apr 21, 2007 Filed under: Game Design 55 comments
Have Fist, Will Subjugate By Shamus Posted Wednesday Apr 11, 2007 Filed under: Game Design 40 comments
Videogame Morality & Procedural Content By Shamus Posted Wednesday Feb 28, 2007 Filed under: Game Design 10 comments
Competitor vs. Builder By Shamus Posted Tuesday Feb 20, 2007 Filed under: Game Design 25 comments
Roundtable:MMO Games & Social Busywork By Shamus Posted Wednesday Feb 14, 2007 Filed under: Game Design 42 comments
Pencil and Paper vs. Pixels By Shamus Posted Saturday Nov 4, 2006 Filed under: Game Design 17 comments
Virtual Villagers & Game Design By Shamus Posted Friday Nov 3, 2006 Filed under: Game Design 8 comments
Oblivion: Burglar’s paradise By Shamus Posted Wednesday Jul 19, 2006 Filed under: Game Design 26 comments
Multiplayer is not for everyone By Shamus Posted Friday Mar 10, 2006 Filed under: Game Design 7 comments
GTA: Cars and Carnality By Shamus Posted Wednesday Mar 8, 2006 Filed under: Game Design 19 comments
From tabletop to desktop By Shamus Posted Monday Mar 6, 2006 Filed under: Game Design 29 comments
Self-Balancing Gameplay By Shamus Posted Wednesday Mar 1, 2006 Filed under: Game Design 53 comments
I know Kung-Fu, Part 2 By Shamus Posted Saturday Feb 11, 2006 Filed under: Game Design 25 comments