Category Archives: Game Design

Wandering with the Fool

The Fool’s Errand is arguably the greatest puzzle game ever made. It’s an argument I’m making, at least. I count the evenings and weekends spent scratching my head over the mysteries of the sun’s map among the highlights of my childhood. Released in 1987 by designer Cliff Johnson, the game is a collection of increasingly […]

Wouldn’t It Be Nice?

I don’t want to be the cranky old man at Chromed. I honestly don’t. But if I learned anything during my stint with the Taft administration, it’s that some men have roles thrust upon them. So permit me to crank up the cranky. Odds are if you’re reading this, you’re familiar with Jane McGonigal. My […]

none of us is as dumb as all of us

I’m really just starting to get my feet wet in terms of writing for video games.  There are a lot of basic elements that cross over from writing plays to writing adventure games (character, story, world, etc.), but there are also some pretty big differences, particularly the experience of writing as a group.  Playwrights usually […]

Keeping Your Focus

Focus testing is an important part of game development. Once a team has spent a lot of time on a project, they start to grok the game in a way that people who have never played it simply won’t, and can at times lose perspective. Focus testing is a way to regain that perspective.

Replay and Branching

Some games are a one-shot deal. Most unequivocally in this category, it seems to me, are puzzle games. I replayed Braid the other day when I was stuck with someone else’s computer and nothing to do except someone else’s dishes, and even though it’s been two years since I last monkeyed with time as a […]

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