Keith Burgun's Expert Blogs
We're creating a new mode to bridge the gap between Auro and the expectation of many players. However, this mode is more than just a new mode; it represents a philosophical shift with how we attempt to communicate with our audience.
Many competitive games have a problem known as "turtling", or overly defensive play. In this article, I explore some of the reasons that it keeps happening.
There's been a lot of discussion about how to prevent toxic behavior in players of online competitive games. Today I'd like to suggest a different approach.
I've been looking at videogames in the wrong way for a long time. Videogames are fundamentally toys, even those that profess to be strategy games. In this article, I go into depth on the value of toys and how we're failing to capitalize on them.
“Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general.
The launch version of Auro was received super-well, but we also got some complaints about how the game is hard to learn. Here's what we think we did wrong with our Tutorial, and here's what we plan on doing about it.
I attended the 2014 Practice: Game Design in Detail conference at NYU this past weekend. Here I give my thoughts on this year's conference, as well as thoughts on the conference generally.
3 Minute Game Design is what it sounds like: three minutes of dense, clear game design theory.
In Part two of this two-part article series on violence in games, I discuss the negative ramifications that violence has on mechanical game design.
I want to take my game design articles to the next level, and I'm seeing whether I could feasibly use Patreon to help me do it.
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