Never provide a dungeon without treasure. The longer they search and find nothing, the more your players will be convinced that the treasure is bountiful and exceptionally well-hidden. If left unchecked, they will eventually dismantle and excavate the entire site in their search for loot.
The Best of 2017
My picks for what was important, awesome, or worth talking about in 2017.
I Was Wrong About Borderlands 3
I really thought one thing, but then something else. There's a bunch more to it, but you'll have to read the article.
The Best of 2019
I called 2019 "The Year of corporate Dystopia". Here is a list of the games I thought were interesting or worth talking about that year.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
The Gameplay is the Story
Some advice to game developers on how to stop ruining good stories with bad cutscenes.