Keith Burgun's Blog
I'm the lead game designer at Dinofarm Games, creators of 100 Rogues and Auro. I'm also the author of Clockwork Game Design. I'm a writer for Gamasutra as well as my own blog at keithburgun.net.
Email me at email@example.com.
Asymmetric forces, as we see in games like Starcraft, Magic: The Gathering or Street Fighter, are a dominant design pattern in games. In this article, I explain some of the pitfalls of this pattern, and suggest some guidelines for avoiding them.
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.
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.
Keith Burgun's Comments
[Blog - 10/01/2015 - 01:22]
Oh okay. Well, some games ...
Oh okay. Well, some games ask you to make a huge chunk of strategy decision - i.e. which abilities you will even have, before the match proper even begins - i.e. before you have any information on which to make such a decision.
[News - 10/01/2015 - 03:19]
We can define words to ...
We can define words to mean whatever we want. If I tell you that when I say X I mean candy cane , you can remember that when I say I like to eat X , I mean candy canes. Game is not any exception to this rule about language ...
[Blog - 09/11/2015 - 03:54]
Good piece. I like how ...
Good piece. I like how direct and to-the-point it is. r n r nI think something you 're sort of circling around saying is the fact that, for any game system, there is probably some ideal amount of content. There are a certain finite number of characters or weapons or ...
[News - 09/11/2015 - 04:02]
[Blog - 09/02/2015 - 01:17]
I wish you were right, ...
I wish you were right, James. Most people sort of weasel-word around actually directly saying they don 't want patching, even though that 's what they 're saying. r n r nBut I have had some people directly, flat out say that the first draft is the best draft . ...
[News - 09/02/2015 - 10:25]
Nice article, Chris. r n ...
Nice article, Chris. r n r nI often take for granted the fact that I was doing level design in elementary school, and a lot of these lessons that you 're nodding to, about difficulty for example, are just not things that most players have ever really had access to, ...