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Zelda 2: The Perfect RPG Template
Reasons why the side scrolling adventure Zelda 2 would be the perfect traditional RPG
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06/15/2010 02:13 AM
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Proper Enemy Design I
Role of the Enemy
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05/08/2010 11:08 PM
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Applying Auteur Theory to Amateur Games (Part I)
An analysis of some amateur game creators using a theory native to film criticism.
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03/26/2010 03:22 AM
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What Kurt Vonnegut Can Tell You About Game Design
Advice from a dead science fiction author and how it relates to game design
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03/04/2010 01:57 AM
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Creating an Engaging Action Battle System
Thoughts on making an engaging Action Battle System.
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02/12/2010 08:01 AM
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What Drives Your Villains?
Yes, this again =P
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01/07/2010 05:46 PM
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On Interactive Epics
an introduction to my opinion of a good game
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01/03/2010 12:24 AM
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Character Interaction Approach
How to let your characters make an awesome story for you.
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10/12/2009 06:44 AM
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The Body, Mind, and Soul of Gamemaking
How the simple habit of taking care of yourself can lead to better gamemaking all around.
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08/30/2009 12:20 AM
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A Look at the Crazemind: Keywords
Simplify your design process by establishing what you have
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08/25/2009 03:43 AM
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A Look at the Crazemind: Making a Crazegame
Learn how to make a good game.
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08/22/2009 09:03 PM
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A Look at the Crazemind: Unique Skillsets
Choosing character roles, the necessities and then how to shake up the character's skills
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08/16/2009 05:31 PM
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Issues of Cheap Healing in RPG Dungeons
A close look at the effects of a certain combination of gameplay design choices.
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08/15/2009 06:38 PM
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RMN Roundtable: RPG Balance
A bunch of cool guys get together on IRC to discuss balancing issues in RPGs, including examples from their own projects.
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08/09/2009 02:24 AM
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How Gaia Thinks: Horror Games 101
How can you make your game scary?
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06/29/2009 03:33 AM
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Questions you should ask yourself! RPG Mechanics I - V
A collection of the forum thread series. These questions can be handy checklist for maintaining game consistency. Be warned, there's very little organization, and a good deal of overlapping!
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06/29/2009 12:19 AM
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Philosophy of Treasure Distribution
A look at why, when, what, where and how to reward players with delicious mouth-watering treasure.
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06/22/2009 12:00 AM
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Information Absorption
A look at how players absorb information from their games, and how controlling the flow of that information can alter the gameplay experience.
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06/07/2009 12:00 AM
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Understanding Fun Game Design ~ Case Study: Tetris
1000 words on the Soviet Union's most meaningful contribution to human civilization.
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04/21/2009 12:00 AM
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Game Design Process 101: Part V (Level Design)
How to make a map...really awesome...
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04/20/2009 12:00 AM
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