The biggest barrier to introducing a new game is teaching someone how to play. They not only need to learn the rules but also figure out which strategies and goals to pursue before
Rift Wizard and Rift Wizard 2 are excellent turn-based roguelike games about building an arsenal of spells and solving puzzles involving killing many monsters. So I was thrilled to see the demo
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
Every game is composed of multiple smaller subgames. The quality of their connections determines how unified the game feels. When connections are loose, as in "chessboxing", players easily perceive the individual
Auction mechanics risk creating degenerate gameplay when the item bid on is so valuable that players are forced to bid it up. Generally, you want situations where players are comfortable losing an auction.