Keith Burgun's Expert Blogs
Strategy game designers should start thinking about alternatives to “score systems” for their games. In this article I talk about why we use score systems right now, what their weaknesses are, and how we can (as well as why we should) move beyond them.
For too long, we social progressives have turned a blind eye to violence glorification in media, despite increased awareness on other kinds of bad messages.
Designer Keith Burgun makes the case for why single-player should be perhaps considered the ideal/default way to make strategy games.
I think Riot Games is Blizzard 2.0, and League of Legends is the best game that has been made so far in human history. Here's why.
The Clockwork Game form is a framework for understanding how to design elegant, evergreen strategy games. In this article, I explain why you should care.
NYU's Practice: Game Design in Detail conference is one of the best conferences in the world for those who really want a technical deep dive on understanding interactive systems. But this year's event seemed quick to reject opportunities for progress.
Game design and programming are two totally different, wholly unrelated disciplines. But since computers are the best tool for executing game design, I think game designers really should learn to program, and I didn't always think so.
Asymmetric forces, as we see in games like Starcraft, Magic: The Gathering or Street Fighter, are a dominant design pattern in games. In this article, I explain some of the pitfalls of this pattern, and suggest some guidelines for avoiding them.
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.
Addiction-based games are arguably bigger than ever these days. Why is it such a big problem, and why does no one seem to care?
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