Why do we play games? Let's design games with meaningful rewards that reflect our motivation to game in the first place.Subscribe for new episodes every Wedn...
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Progression systems in games are far too often designed as Skinner boxes: psychological traps that feed us carefully measured rewards to create habit-forming...
There are a multitude of ways that Samus's character could have been fully explored and fleshed out in Other M--but instead we get an uncharacteristically tr...
Every quest reward or sellable item in an MMO generates more gold that goes into the economy, causing inflation as the gold becomes more common and less valu...
In Kingdom Come: Deliverance 2dice is a fascinating mini-game that allows you not only to have fun, but also to earn extra money or even complete a certain
In Kingdom Come: Deliverance 2dice is a fascinating mini-game that allows you not only to have fun, but also to earn extra money or even complete a certain
In Kingdom Come: Deliverance 2dice is a fascinating mini-game that allows you not only to have fun, but also to earn extra money or even complete a certain
If we define games exclusively by their perceived "fun" factor, we run the risk of limiting games as a medium. If we define them by "engagement" we get a lot...
Hidden-object games have a lot of potential for innovation, and in some aspects of design, such as characters, they actually fare better than more popular ge...