Game Design
'Roguebook' Brilliantly Embodies the Chaos and Possibility of Deck-Builders
In a genre that's about controlling probability and stripping-out possibility, 'Roguebook' shows a different way to play.
'War of the Ring' and 'One Ring' Designer on the Problems of Adapting Tolkien to Tabletop
The Lord of the Rings is the ur-text of generic fantasy settings.But for a new RPG, one designer is tailoring an entire game system to the source.
Why the 'Doom Eternal' Marauder Sucks So Bad
In a game of relentless action and rhythm, the Marauder brings everything to a screeching halt.
A Cancelled Board Game Revealed How Colonialism Inspires and Haunts Games
'Scramble for Africa' was cancelled amid apologies from a publisher and a broader debate about ethical gaming in the tabletop space.
'Mutant Year Zero' Is the Rare Tactics Game Where Scouting Is Actually Fun
Why the stealth-to-combat transition remains one of the toughest in games.
The Emotionless Death Throes of 'Battlefield V'
The freighted inspirations for a wounded soldier animation, and how they became trivialized in DICE's latest military shooter.
Bernie De Koven, Influential Game Designer and Scholar of Fun, Dies at 76
The author of 'The Well-Played Game' reminded us that rules should come secondary to people.
Monster Hunter Had to Kick My Ass to Teach Me Why It Was So Great
"Dragons ain't got shit on me." -Me, 15 minutes before being wrecked by Nergigante, the elder dragon.
Learning the Level Design Secrets of 'BioShock'
The game was originally going to have more resources, fuses, and interactive flooding.
These Books Offer a Cross-Section View of Classic Game Designs
The 'Reverse Design' gets beyond design platitudes with close interrogations of classic games' inner workings.
Second Life’s Immersive Sequel Is World-Building at Its Finest
Through immersive world-building, 'Sansar' wants to make VR social.