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Game Design

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Nintendo Hard Mode: It Was Acceptable in the Eighties
  • Articles\
  • Game Design

Nintendo Hard Mode: It Was Acceptable in the Eighties

David Arcila on Mar 11th 2013 with 11 comments
How to Build a JRPG: A Primer for Game Developers
  • Articles\
  • Game Design

How to Build a JRPG: A Primer for Game Developers

Dan Schuller on Apr 24th 2013 with 10 comments
Let’s Spec Into Talent Trees: A Primer for Game Designers
  • Articles\
  • Game Design

Let’s Spec Into Talent Trees: A Primer for Game Designers

Jeff Berry on Apr 16th 2013 with 8 comments
Cubes vs Space Marines: Making a Great Game in Your Basement
  • Articles\
  • Game Design

Cubes vs Space Marines: Making a Great Game in Your Basement

Jeff Berry on May 4th 2013 with 7 comments
Slay With Santa: Designing an Addictive Minigame
  • Articles\
  • Game Design

Slay With Santa: Designing an Addictive Minigame

Chaz Carter on Dec 22nd 2012 with 6 comments
When Designing a World, Player Mobility Must Come First
  • Articles\
  • Game Design

When Designing a World, Player Mobility Must Come First

Paul Suddaby on Jul 28th 2012 with 5 comments
Quick Tip: One Great Game Is Better Than Two Good Ones
  • Articles\
  • Game Design

Quick Tip: One Great Game Is Better Than Two Good Ones

Paul Suddaby on Aug 3rd 2012 with 5 comments
Planting a Game Idea With Game Seeds
  • Articles\
  • Game Design

Planting a Game Idea With Game Seeds

David Arcila on Nov 29th 2012 with 5 comments
Hard Mode: Good Difficulty Versus Bad Difficulty
  • Articles\
  • Game Design

Hard Mode: Good Difficulty Versus Bad Difficulty

Paul Suddaby on Jan 16th 2013 with 5 comments
Bartle’s Taxonomy of Player Types (And Why It Doesn’t Apply to Everything)
  • Articles\
  • Game Design

Bartle’s Taxonomy of Player Types (And Why It Doesn’t Apply to Everything)

Kyatric on Feb 18th 2013 with 4 comments
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