Keith Burgun's Blog
I'm the lead game designer at Dinofarm Games. I designed 100 Rogues and I'm currently working on AURO. I'm also the author of Game Design Theory: A New Philosophy for Understanding Games. I'm a writer for Gamasutra, and I also have taught Game Design a number of schools, including the New York Film Academy and SUNY Purchase.
Email me at keithburgun - at - gmail.com.
Addiction-based games are arguably bigger than ever these days. Why is it such a big problem, and why does no one seem to care?
We're creating a new mode to bridge the gap between Auro and the expectation of many players. However, this mode is more than just a new mode; it represents a philosophical shift with how we attempt to communicate with our audience.
Many competitive games have a problem known as "turtling", or overly defensive play. In this article, I explore some of the reasons that it keeps happening.
There's been a lot of discussion about how to prevent toxic behavior in players of online competitive games. Today I'd like to suggest a different approach.
I've been looking at videogames in the wrong way for a long time. Videogames are fundamentally toys, even those that profess to be strategy games. In this article, I go into depth on the value of toys and how we're failing to capitalize on them.
“Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general.
Keith Burgun's Comments
[Blog - 08/20/2015 - 12:57]
I actually have noticed the ...
I actually have noticed the opposite. I almost never get serious feedback from people, even when I directly ask them for it. Game designers seem to have this weird force field up against each other actually, where no one criticizes anyone 's work. Everything is either THIS IS THE BEST ...
[News - 08/11/2015 - 04:27]
Naomi is basically the most ...
Naomi is basically the most fantastic person ever, and this is a well-crafted, efficient talk, and not only that but I was honored to have Auro get a mention in there However, I have some issues with the general thrust of this argument. r n r nMy feeling is that ...
[Blog - 08/06/2015 - 12:43]
[News - 08/06/2015 - 04:11]
Also in turn based games ...
Also in turn based games against AI, without RNG it becomes a puzzle game r n r nI am SO glad someone publicly said this, because it 's false and needs to be explained I think. All you really need is some hidden information - input randomness - and a ...
[Blog - 06/03/2015 - 02:15]
I have indeed read about ...
I have indeed read about flow although not from this specific source . Hopefully pushing a monster one space back so he lands on water qualifies as a clear task. I recognize that in Auro, some of the spells are not as clear as they could be mostly this is ...
[Blog - 05/14/2015 - 07:12]
To clarify, I 'm not ...
To clarify, I 'm not saying teaching people to appreciate pixel art is anywhere near as hard as it would be to teach them Spanish. I just used that as an example to show that if you can avoid costs like that and lose no value, you might as well.