The vast majority of gamers aren't addicted to their devices. However, addiction to games is possible, and that is enough to signal to game developers that they must adapt to (and maybe even educate players about) the realities of gaming.
Match-based single-player games have an inherent efficiency advantage over more linear formats. However, this advantage is threatened by a specific design problem that frequently occurs in those kinds of games and yet is rarely talked about explicitly.
This week's highlights include a morbidÂ piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview onÂ the tools used to make the classic Deus Ex.
"Daily Routine" features that bring players repeatedly back to games are fast becoming a trend, in this post a close look at the Persuasive UX principles that Game & UX designers use to intrinsically motivate players to keep coming back for more!
This year's record $25 billion games deals over just 9 months could mean we've hit the top of the market, as detailed in Digi-Capital's new Games Report Q4 2018. Last time this happened, there was a games deals ice age at the lowest level for a decade.
These days it is all too common to hear that games are becoming less and less original. But is this the case?And what does it even mean to be original in the first place? This article looks at some ways to make your game feel original by adding personalit
A year ago we relased The Fall of Lazarus. It cost $162.972 and it made $5.155. This is not another postmortem, its a story with letters and numbers, successes and mistakes. If our experience helps somebody, great. Writting it has already helped us.
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"You have no choice about the necessity to integrate your observations, your experiences, your knowledge into abstract ideas, i.e., into principles. Your only choice is whether these principles are true or false."