Browsing the "Game Design" Tag

Infidel’s Paintball

October 31st, 2013 | by Matt Haberfeld

Like everything in the universe, games have a finite lifespan. There are several ways of extending that lifespan, including forums, [&hellip

Designing a Player Run Game

October 28th, 2013 | by Matt Haberfeld

Players are often the best resource for self policing the game that they play. They have the most intimate knowledge [&hellip

Use Based Skills

October 26th, 2013 | by Matt Haberfeld

Use based skills are skills that advance your character’s abilities through performing the ability in question. They are very common [&hellip

Experience Systems

October 21st, 2013 | by Matt Haberfeld

Experience systems are an integral part of most RPGs, and are increasing in popularity in other genres as well. They [&hellip

Data Optimization

October 21st, 2013 | by Matt Haberfeld

With the way modern technology has evolved over the last 30 years, it doesn’t seem like data optimization would be [&hellip

Damage Ranges

October 17th, 2013 | by Matt Haberfeld

It is often the case that proper implementation of design theory merely maintains the quality of a game, but poor [&hellip

Dark Souls Missable Guide

September 16th, 2013 | by Matt Haberfeld

Related articles: Dark Souls Master Key Looting Guide Dark Souls Review This guide aims to illuminate equipment and story events [&hellip

Microcosm of Balance

July 10th, 2013 | by Matt Haberfeld

When I was working on Galactic Supremacy I found myself in a bit of a pickle. Even though the game [&hellip

Random Number Generation

July 9th, 2013 | by Jeremy Reed

In practically every game available, there is an amount of uncertainty. Whether it be rolling the dice, drawing a card [&hellip

What is Bad AI?

July 9th, 2013 | by Matt Haberfeld

Bad AI includes when the cars in racing games gain bursts of speed when the PC player is a certain [&hellip

Finite State Machines

July 9th, 2013 | by Jeremy Reed

A Finite State Machine (FSM) is a computer science abstraction used to organize application behavior so it is easier for [&hellip

Why Ninja Looting is Wrong

July 9th, 2013 | by Matt Haberfeld

Ethics is a philosophical subject that deals with the consequences of one’s actions. Particularly, philosophers attempt to assess the “rightness” [&hellip

Hiding Your Variables

July 9th, 2013 | by Matt Haberfeld

As a player, it often gives you an edge if you understand not only the rules of the game, but [&hellip

Addictiveness in Gaming

July 9th, 2013 | by Matt Haberfeld

Video games were not always popular. In the early days, developing a video game was mostly a labor of love [&hellip

Fixing Diplomacy

September 27th, 2007 | by Matt Haberfeld

Diplomacy with the computer is often the worst part of any turn based game. As soon as you learn how [&hellip

Religion in Video Games

September 10th, 2007 | by Matt Haberfeld

Religion is often a sensitive topic, because talking about it takes ideas that people believe to be unquestionable truths and [&hellip

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