Ananda Guneratne

The Game Should React to the Player

In writing, we know that audiences prefer proactive characters to reactive ones. Likewise, in game design, we want to frame players in a proactive rather than a reactive role. Practically, this means they

The Case for One Move Per Turn

Restricting players to one move per turn has many advantages in turn-based board games. It simplifies turns, prevents leaders from running away from the game, and makes future actions more predictable. The key

Social Deduction Games Need Good Players to Lie

The classic social deduction setup pits an informed “evil” minority against an uninformed “good” majority, challenging the good players to find the truth. Because they are at an information disadvantage, telling the truth