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  • October 28, 2016

    Game Designer’s Notes #6: Catch-up systems

    Game Designer’s Notes #6: Catch-up systems

    Everybody hates games when they’re so far behind that it’s not even funny. How do good games avoid such situations?

  • October 27, 2016

    6 words you’ve probably forgotten were short forms

    6 words you’ve probably forgotten were short forms

    In the age of tweets and Snapchat, words like napkins have become naps and words like delicious, delish. But what words were shortened before social media came along?

  • October 18, 2016

    The real definition of success (as opposed to the fake inspirational ones)

    The real definition of success (as opposed to the fake inspirational ones)

    Before you ask how to be successful, you need to know what success is. So what is it, then?

  • October 16, 2016

    Game Designer’s Notes #5: Paths to victory

    Game Designer’s Notes #5: Paths to victory

    From battle to trade to building, there’s usually more than one way to win a game. (Or, as they say, skin a cat. Ugh.) But why do game designers do that?

  • October 11, 2016

    Have Your Poor: a short story

    Have Your Poor: a short story

    Have Your Poor is a literary fictional short story about politics, the poor, and family.

  • October 6, 2016

    Game Designer’s Notes #4: Types of victories

    Game Designer’s Notes #4: Types of victories

    Chess. Catan. Taboo. Exploding Kittens. Each game has a different victory condition, but how many kinds of victories are there?

  • October 3, 2016

    New rules for the terms of service

    New rules for the terms of service

    No one reads the terms of service, yet they contain some important, and dangerous, stuff. So how can they be made more readable?

  • September 26, 2016

    Game Designer’s Notes #3: Types of luck

    Game Designer’s Notes #3: Types of luck

    Dice rolling and flipping coins aren’t the only two types of luck there are. But what are the other types, and how do they affect game design?

  • September 24, 2016

    Comparing Swift Playgrounds with Human Resource Machine

    Comparing Swift Playgrounds with Human Resource Machine

    Recently, two games have been released that teach coding: Swift Playgrounds and Human Resource Machine. But what are the differences? And which one is better?

  • September 16, 2016

    Game Designer’s Notes #2: Varying luck

    Game Designer’s Notes #2: Varying luck

    Everyone loves it in games when the dice are on your side. But how much die rolling (or how little) should games have?

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