Gamasutra - Blogs Keith Burgun's Blogs Fri, 24 Oct 2014 03:04:52 EDT en-us (Simon Carless) Randomness and Game Design - by Keith Burgun Design,Console/PC,Indie,Social/Online,Smartphone/Tablet While there will always be a place for randomness of all sorts in some kinds of interactive systems, I believe the current assumptions with regard to randomness in games are largely wrong. Wed, 15 Oct 2014 02:02:00 EDT Anti-Design Philosophies, Part 1: Quantity Design - by Keith Burgun Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet There are a few philosophical positions on game development that are, I would say, "anti-design". In this short series, I will go through a few of them. We'll begin with an article about what I call "the quantity design philosophy". Tue, 01 Jul 2014 03:32:00 EDT Keith Burgun’s Top 12 Games of 2013 - by Keith Burgun Design,Console/PC,Indie,Smartphone/Tablet Game designer, author and Gamasutra contributor Keith Burgun explains his very specific criteria, and weighs in on his favorite games from 2013. Mon, 23 Dec 2013 07:26:00 EST You Don't "Always Lose" in Tetris: The Real Nature of Single-Player Competition - by Keith Burgun Design,Console/PC,Indie,Social/Online,Smartphone/Tablet,Mobile Games The way we think about concepts like "winning" and "losing" in the world of single player digital games tends to be a bit strange. What do these terms really mean, and why is it important? Tue, 17 Dec 2013 05:18:00 EST Debunking Asymmetry - by Keith Burgun Design Asymmetrical forces have always been a dominant design pattern for videogames. In this article, I ask why that is, and suggest that we may actually be better off shooting for symmetrical designs. Mon, 23 Sep 2013 08:33:00 EDT Indie Devs: Your Game is Your Baby - by Keith Burgun Design,Indie Independent game developers have been exhibiting a pattern of not supporting their games, and it's a massive lost opportunity for developers, the community, and gaming in general. Fri, 06 Sep 2013 04:17:00 EDT