Temporary alliances add a lot to a game. Working together feels great because it creates a shared sense of purpose. But being stabbed in the back by a teammate hurts a lot. To
In game design circles, you will often hear "use input randomness, not output randomness." Input randomness sets choices up while output randomness resolves them; think of drawing a tile in Carcassonne
Players expect games to move forward. This creates a problem for conflict-heavy gameplay: if an attacker's goal is sabotage, their progress erases the defender's progress. But then, how
The big advantage of real-time games over turn-based games is that they prevent downtime by keeping players constantly engaged. Their greatest disadvantage is that they drastically reduce the budget of attention
One challenge in designing a single-player game is that players have varying skill levels. Challenging gameplay is good, but the traditional method of choosing a difficulty level is not very rewarding for