Gamasutra - Blogs /blogs/ Keith Burgun's Blogs Tue, 28 Jul 2015 08:38:52 EDT en-us (Simon Carless) Speaking the Common Language - Why Auro Needs Quest Mode - by Keith Burgun Design,Serious,Indie 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. Wed, 03 Jun 2015 02:15:00 EDT Turtling - by Keith Burgun Design,Console/PC,Serious,Indie,Social/Online 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. Tue, 05 May 2015 01:22:00 EDT Beyond the Pentakill: 21st Century Competition - by Keith Burgun Design,Serious,Indie 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. Thu, 23 Apr 2015 06:17:00 EDT Videogames Are Broken Toys - by Keith Burgun Design,Console/PC,Indie,Smartphone/Tablet I've been looking at videogames in the wrong way for a long time. Videogames are fundamentally toys, even those that profess to be strategy games. In this article, I go into depth on the value of toys and how we're failing to capitalize on them. Mon, 06 Apr 2015 01:43:00 EDT Games, Stories and Words - by Keith Burgun Design,Console/PC,Indie,Social/Online,Smartphone/Tablet “Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general. Fri, 27 Mar 2015 03:39:00 EDT Redesigning Auro's Tutorial - by Keith Burgun Design,Indie,Smartphone/Tablet The launch version of Auro was received super-well, but we also got some complaints about how the game is hard to learn. Here's what we think we did wrong with our Tutorial, and here's what we plan on doing about it. Mon, 02 Mar 2015 05:26:00 EST