Updated: 7 hours 22 min ago
Magic: The Gathering has been one of the most popular tabletop games in the world for over 25 years, but as any player can tell you it can be quite an expensive hobby. With some cards going for hundreds of dollars, how has Magic sustained this bubble?
There are three elements that make up the secret of discount mastery for indie studios: timing, medium, and promo. Your discount promotions arenât working for you? Then youâre probably not balancing one or more of those elements properly.
Creating a game that is controlled by the player should be second nature. But giving them control of the story can be an entirely more complex matter to deal with. Here are the intricate ways in which branching story-telling is developed.
This blog post will introduce and explained 3 Biggest Trap in OnlineÂ Game. These may sound common, but a lot of game studio fell for it. Let's make sure we understand them and find a good way to overcome those problems.
What can Hardcore Mode in Resident Evil 2 offer beyond tougher enemies and scarcer bullets? A look at how content-based difficulty rewards survival horror fans.
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
The âgameâ Florence has received the 2019 BAFTA best mobile game award, but this title can barely qualify as a game. Nevertheless, the BAFTA jury has not gone mad; it has rewarded a title that illustrates a significant trend in game design.
Roughly 3 years in the making, Skirmish Line was a first project, indie "success" story. Here's what I've learned making my first game, and how new and old indies can get some pointers for their own projects.
This week's roundup includes a classic postmortem of Sega's seminal Panzer Dragoon series, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games, the return of D&D, and much more besides.
Troll/raging games can teach us a lot about how to the design a golden path and how use it to motivate the players.
Hey game devs, I would like to share my story of a game launch. I would like to tell about traps, lie in wait for indie-developer while he works with publisher.
Video game heroes are bastions of virtue admired by players far and wide - but what about villains? Why are some of us drawn to nefarious characters, and what does that say about us?
Collectibles have been a longstanding way of keeping players distracted, and I'm going to go over some of the important points when it comes to making them an effective time killer.
While 99% of the time we're using our skills to make games, sometimes we get to use them to create something truly specialâin this case a mural for a hospital room in partnership with Momentum Children's Charity.
The article addresses creating an in-game balance and will be interesting to anyone who takes part in the creation of games, especially producers and game designers.
An article about what methods great game prologues use to grip players attention, as well as about which goals they strive to achieve.
A comparison of the main ways to reference objects: names and GUIDs.
On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress, as part of their first-ever video game music event. This article includes a partial transcript of the lecture's Q&A session.
Six months ago, my tiny indie studio failed our first attempt at crowdfunding a game. Without the inspiration that came from entering game jams, we may have never tried again.
A little story of a Game Designer who found what type of videos he should make on YouTube