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October 23, 2021
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The 3rd installment of a 6-prt series. Composer Winifred Phillips shares content from her GDC 2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This discusses pure vertical layering examples from the Sackboy and Spyder games.

The Fear of Missing Out, or "FOMO", is one of the most effective monetization strategies, but in this post, I want to talk about how it causes problems for consumers and developers.

Posted by Josh Bycer on 08/10/21 07:39:00 am in Design, Console/PC, Indie, Social/Online
Continuing my thoughts on difficulty design, I want to spend a few minutes discussing player motivation and how it can push someone to keep playing a game, or cause them to bow out of a game if they feel stuck.

In-depth gameplay analysis Legends of Runeterra, the CCG by Riot Games. It explores its mechanics, the mechanics of its closest competitors, how the game has solved their problems, and which are its key innovations.

First of a trilogy of articles that break down Legends of Runeterra, the CCG by Riot Games, released in April 2020. This one reviews the genre market status, including Runeterra’s position on it and the clash on mobile between Hearthstone and MTGA.

Composer Winifred Phillips shares insights into her process composing music for two Sumo Digital games featured in her GDC 2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." Topics supplement the content of the upcoming lecture.