Lars Doucet's Expert Blogs
Most games have one big sales spike at launch, and then fade - the "Long Tail." But what if the long tail is a multi-spiked "Stegosaurus Tail?"
Exploring various escape/running away mechanics in RPG's over the years.
In which I propose "Procedural Death Labyrinth" as an alternative genre descriptor to Rogue-Like-LIKE / Rogue-LITE. Sort of.
We're control-freaks so we designed a custom crowdfunding campaign.
We have physics engines, so why not economics engines? I present my latest work on a simple open-source free market simulation engine.
Our talk at the GDC 2013 Narrative Summit. Thesis: a game’s story must explain its mechanics.
I grew up "reading" the internet, but I feel the new generation grew up "watching" it. How can we respond as developers and critics?
Surprising results from the Steam Linux sale!
I'm designing a game about my experiences with Tourette's Syndrome. In Part 2, I discuss the unexpected media reaction to part 1, and some new systems I'm implementing, such as verbal tics and a procedural magic system.
The Free2Play phenomenon is explained in terms of four "psychological" currencies - Money, Time, Pain-in-the-butt, and Integrity.
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