One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal.
SAMR is a great analytical model used by those in education to assess the impact of new technology. It seemed to me like it would be rather handy for gamification as well!
World of Warcraft has now been with us for ten years, dominating the MMO landscape in the Western market. From where did it spring, why was it so successful, and what has its influence been on MMOs?
It's World of Warcraft's tenth anniversary! The game has remained so popular (and profitable) not just because the team working on it is talented and dedicated, but also because they're not afraid of change.
An article on how I learned a fundamental lesson about communication and empiricism regarding game design.
I attended the 2014 Practice: Game Design in Detail conference at NYU this past weekend. Here I give my thoughts on this year's conference, as well as thoughts on the conference generally.