What lasts? Will our games last? Do the connections we make in life last? What do we seek in our creative pursuits?
You've been thinking a lot about narrative in games, so you talked to a game for a bit.
On the differences between how people perceive game development and the costs and realities, via a recent article on Double Fine.
What is this "balance" thing you people keep going on about!?
What flow theory is, where it's problematic.
One indie developer discusses his research and approach to understanding and simulating a CRT television screen.
The big difference in game design is between games with human opposition, and games without – two or more players versus one player. I briefly discuss the difference between games, puzzles, and "contests".
I wanted to use the idea of gradually advancing, uh, harbingers for virtual reality, now that I've tried four or five VR systems with games, movies, and apps. Which will win - and which needs to?
On Towerfall Ascension's diverse but mechanically indistinguishable roster, and why player choice matters.
Star Wars Galaxies has been controversial for years thanks to a series of design decisions made both before and after launch. Among these was how Jedis were handled. Here's the design postmortem!