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September 23, 2019
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Tobias Karlsson's Blog   Expert Blogs

 

Tobias Karlsson started his career in games in 2000 as an AI programmer on Battlefield 1942, and has since worked in the industry on a number of different games including Battlefield 2, Star Wars 1313, Disney's Epic Mickey 2, Battlefield Hardline, and Days Gone.

 

Expert Blogs

Posted by Tobias Karlsson on Wed, 12 Jun 2019 10:34:00 EDT in Design
This is the third and final part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part provides more example on how to apply the method through a case study.


Posted by Tobias Karlsson on Wed, 12 Jun 2019 10:33:00 EDT in Design
This is the second part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part delves into more details.


Posted by Tobias Karlsson on Wed, 12 Jun 2019 10:31:00 EDT in Design
This is the first part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. The first part is an overview of the method.



Tobias Karlsson's Comments

Comment In: [Blog - 06/12/2019 - 10:33]

The point that I was ...

The point that I was trying to make was that are many games that are deeper than chess, but probably none of those games will ever see the centuries of exploration that chess has seen, or the intensity with which it has been studied. r n r nBut just for ...

Comment In: [Blog - 06/12/2019 - 10:31]

This is not intended to ...

This is not intended to be an accurate model of how players learn how to master games. The main point is to measure mastery as a function of effort and to use that information to make better games. I 've used these particular discrete buckets of effort because they make ...