2014-10-18

Fourteen Forms of Fun

Ethical Free-To-Play

Luck based monetization in f2p mobile games.

Game Design Gold from Pirates

2014-10-25

Don't Juice It Or Lose It

2014-11-02

Plan, Practice, Improvise

2014-11-15

Achievements Considered Harmful

What MMOs Can Learn From LARP

3 Minute Game Design

Why Do We Really Play?

The Psychology of Freemium

2014-11-22

LoL Gets Laser Turrets, A Crab And… Stranger Gifting?

Why Far Cry 2 Is Still The Best In The Series

Where does F2P Game of Thrones fare better, Facebook or iOS?

2014-11-28

Brutal Legend Post-mortem

2014-12-17

Gamespot: Destiny: The Dark Below Review

PA: Southron Swords, Part Two

RPS: Best Writing 2014 - Sunless Sea

Prismata - Removing RNG: how eliminating luck can benefit strategy card games

2014-12-27

RPS: Have You Played Cart Life

D'toid: The Joy of Loot

RPS: Best 4X of 2014: Endless Legend

GS: Loadout PS4 Review

RPS: Best CCG of 2014: Hearthstone

Gamasutra: Best of 2014 (Page 5)

2014-12-30

Gamasutra: Toy-like Interfaces In Games

2015-01-03

Gamasutra: Guns of Icarus Post-Mortem: YouTube, Steam and their Players

2015-01-06

Gamasutra: Primer on Repeatable Random Numbers

2015-01-07

Gamasutra: Diablo Analysis

Gamasutra: The Onus of Playmaking

2015-01-11

Interview with Satoru Iwata

2015-01-18

Gamasutra: Balancing Multiplayer Games

2015-01-19

Techniques for Achieving Play Balance

Gamasutra: Beyond strategy: Catching up with Amplitude Studios and Endless Legend

2015-01-19

Gamasutra: Controlling the stream of mana in RPGs to empower the player to use the game mechanics

2015-01-22

Gamasutra: Transistor Combat Deep Dive

Extra Credits: Practical Rules for Production

2015-01-24

Gamasutra: One Man PR Struggles

Gamasutra: Criteria for Strategy Game Design

RPS: How To Make A Puzzle Game

2015-01-26

Lostgarden: Loops and Arcs

Gamasutra: Sources of Uncertainty

2015-02-07

Gamasutra: Romance in Sunless Sea

GDC Vault: Skylanders Design

2015-02-21

RPS: Evolve Review

RPS: DotA2: Learning Puck

2015-02-23

Youtube: Seth Coster on Loops and Rockets

2015-03-08

DotA2: Items and Tournament Ticket Bundles

2015-03-14

RPS: Early Access: Invisible, Inc.

2015-03-21

D'toid: Commentary on video games that comment on violence.

Gamasutra: Rethinking the Trinity of MMO Design

2015-03-25

NYT: Grading Teachers by the Test

COGWATCH: Crypt of the Necrodancer

2015-03-30

EEDAR: F2P MOBA Revenue Will Overtake MMORPG Revenue In 2015

2015-04-25

RPS: Deus Ex Part 4

RPS: Overlord Announcement

Gamasutra: Making Babies in Hero Generations

Raph Koster: Temporary Enemy Flagging in Star Wars: Galaxies

Raph Koster: Jedi in Star Wars: Galaxies

Gamasutra: Habit Formation and Long Term Retention

2015-05-02

Gamasutra: $4.99 or Spider-man gets it

2015-05-12

Gamasutra: Mario Kart players don't need to know what the coins do

2015-05-16

RPS: Chroma Squad Review

RPS: LoL Starter Champions

2015-05-25

COGWATCH: Chariot

COGWATCH: Invisible Inc.

Extra Credits: Romance In Games

2015-05-27

The Mother Teresa Effect

Gamasutra: Design Goals

Twelve Minutes - What Is It Really About

2015-06-01

Gamasutra: Four Step Puzzle Design

2015-06-04

The Problem With The Roguelike Metagame

2015-06-09

Extra Credits: On Classical Heroes

2015-08-03

RPS: Early Access Pros and Cons

2015-08-05

Lessons for Designers from EVO 2015

2015-08-26

M:tG State of Design 2014/2015

2015-09-11

Gamasutra: Social Media Tools

2015-09-13

RPS: MGS5: Quiet Boss Fight

RPS: MGS5: RPS Verdict

2015-09-14

M:tG Battle for Zendikar Design Notes

M:tG Community Cup Stakes

RPS: Things MGS5 Could Do Better.

2015-09-19

Gamasutra: Eclipsing Mechanics

M:tG Why I'm Vorthos

3 Steps To Improve Your Game's Graphics

2015-11-30

RPS: How 80 Days Adapted The Modernist Spirit Of Verne

Chris Hecker: No One Knows About Your Game

Rami Ismail to indie startups: You Don't Stand A Chance

Ico, Final Fantasy VII, and Others: On Making Players Feel With Mechanics

RPS: Rebel Galaxy Review

NYT: Should I Tell My Friend's Husband That She's Having an Affair?

Reducing perceived attack delay in INVERSUS

RPS: CoD Black Ops 3's Multiplayer Has An Insoluble Problem At Its Core

Gamasutra: Talking Simulators

Polygon: Downwell is the best game I've played in 2015

Report: India leads world in Facebook content censoring

Extra Credits: The Delta of Randomness - Can You Balance for RNG?

Independent Game Sales in 2015

D'toid: Clandestine Review

Two years of revenue for #1 iOS game A Dark Room

M:tG: Decisions, Decisions, Part II

M:tG: Split Decisions

D'toid: Renowned Explorers: International Society Review

Raph Koster: An Atomic Theory of Fun Game Design

Gamespot: Anno 2205 Review

EA Star Wars game creators Amy Hennig and Jade Raymond reflect on game storytelling

Gamasutra: Near-win - giving runner ups a taste of success

Hunicke, LeBlanc, Zubek: MDA - A Formal Approach to Game Design and Game Research

Costikyan: I Have No Words & I Must Design

JK Rowling meets Lauren Laverne

Escaping the Indie Shame Spiral

NYT: France Using Emergency Powers To Clamp Climate Protests

2015-12-31

Gamasutra: Lessons from Big Pharma

RPS: Valhalla Hills Release

D'toid: Review Pokemon Picross

Gamasutra: Playable Demos as ads

Youtube: Masahiro Sakurai - Game Design: Risk and Return

Hidden Information in Secret Hitler

Tom Francis: Open World Games - What Works And Why

RPS: Best Co-op Game of 2015 - Keep Talking And Nobody Explodes!

Gamasutra: Psychonauts Post Mortem

Ten Lessons Over Ten Years

Tom Francis: Ideas for an open world game

RPS: Nuclear Throne

RPS: Best Simulation Game 2015 - Cities:Skylines

RPS: SC2: Legacy of the Void Review

Al Jazeera: Man Arrested In Thailand Over Facebook Posts

Eurogamer: Overwatch Interview

RPS: Best Strategy Game 2015 - Invisible, Inc.

RPS: Thea: The Awakening review

Channel Fireball: What Makes A Great Player Great

Game Career Guide: Design 101 - The Role of Randomness

Gamasutra: Emotions and Mechanics - Lessons About Shame

What was fake on the Internet this week - Final Column

Extra Credits: Propoganda Games

Super Mario 3D World's 4 Step Level Design

Gamasutra: Games That Last

NYT: Personalized Children's Books

RPS: Helldivers Review

Gamasutra: Designing Co-op Gameplay Experiences

Gamasutra: Modular Storytelling

P4K: The Year In Rap

Ian Bogost: Winning Isn't Everything

Hollywood Reporter: How Star Wars Went From Shakespearean Saga to Harry Potter in Space

Youtube: 33 on Metacritic: Why My Game Failed

2016-01-31

Gamasutra: Jonathan Blow on The Witness

Jonathan Blow: Game Design - The Medium Is The Message

Slate: Who Really Controls Your Facebook Feed

RPS: Infested Planet's Mutation Mechanic

Gamasutra: Procedural Storytelling from Moon Hunters

NYT: Ted Cruz and Donald Trump fight over NY

Gamasutra: Mechanics of Tension

Gamasutra: Narrative Negative Space In Games

Gamasutra: Gamifying Reviews Won't Work

Gamasutra: Make Stats Designer-Facing

Gamasutra: Procedural Generation By Molecule or Mythology

Difficulty in games

D'toid: Darkest Dungeon Review

Arcen Games Layoffs

Cliffski: Gratuitous Space Battles 2 Budget Breakdown

M:tG: First Pro Tour

RPS: Black Desert Online Preview

M:tGO Pro Tour Gauntlet

Gamasutra: How Long War Influenced XCOM 2

2016-02-29

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Gamasutra: Jonathan Blow on The Witness

Jonathan Blow: Game Design - The Medium Is The Message

Slate: Who Really Controls Your Facebook Feed

RPS: Infested Planet's Mutation Mechanic

Gamasutra: Procedural Storytelling from Moon Hunters

NYT: Ted Cruz and Donald Trump fight over NY

Gamasutra: Mechanics of Tension

Gamasutra: Narrative Negative Space In Games

Gamasutra: Gamifying Reviews Won't Work

Gamasutra: Make Stats Designer-Facing

Gamasutra: Procedural Generation By Molecule or Mythology

Difficulty in games

D'toid: Darkest Dungeon Review

Arcen Games Layoffs

Cliffski: Gratuitous Space Battles 2 Budget Breakdown

M:tG: First Pro Tour

RPS: Black Desert Online Preview

M:tGO Pro Tour Gauntlet

Gamasutra: How Long War Influenced XCOM 2

2016-02-29

Brendon Chung Interview

RPS: XCOM2 Pieces

Keith Burgun: Why LoL is the World's Greatest Game

RPS: Risk of Rain Difficulty

Gamasutra: Incoherent Game Systems

Channel Fireball: Having a Plan

Channel Fireball: Why Modern Should Not Be A Pro Tour Format

Gamasutra: Short vs. Long Term Progression in Game Design

Gamasutra: Dead In Bermuda numbers

Gamasutra: 83: HyperRogue

Kieron Gillen: On Diversity

RPS: RPG Tycoon released

Kotaku: Some Games Should Have Fewer Features

Guide To Earning Press Coverage

Nuts and Bolts: Troubleshooting

Are Pro Teams Ruining M:tG

Gamasutra: Deconstructing Clash Royale

The State of Strategy

Tiny Design: Starseed Pilgrim Visual Design

PBS Game/Show: How To Make Choice That Matter

Learnings From Google's Team Research

RPS: Making XCOM2 Harder

D'toid: Review Soul Axiom

2016-03-31

D'toid: This War of Mine: The Little Ones Review

Psychology Today: Wen Good Intentions Go Awry

Gamasutra: Randomness in XCOM2

RPS: Heroes Don't Craft

Emily Short: The Versu Galatea

Haywire Mag: The Year of IF

RPS: Just Go Along With It, Okay?

RPS: Stardew Valley Review

D'toid: Stardew Valley Review

What Happens When You Turn 10th Grade Into An RPG

Tom Francis: How To Explain Your Game To An Asshole

/r/magicTCG: Hating Jace

RPS: How to Fix the 4X

RPS: Factorio Review - Early Access

Gamasutra: 6 Formative Game Design Lessons

Cinders Post-mortem

Gamasutra: The Illusion Of Choice

Emily Short: GDC Highlights

Gamasutra: Richard Rouse III on Making Game Narrative More Dynamic

Standard Patterns In Choice Based Games

Channel Fireball: Culling The Week

M:tG - Revisiting Tribal

On Giving Players Less Control and NPCs More

Gamespot: Review GalCiv3: Mercenaries

RPS: Trading Games Don't Understand Trade

Flow Space

Thoughts on Gender and Radical Candor

2016-04-30

Better Polling Techniques

Gamasutra: Analyzing the Epic Card Game

M:tG Shadows over Innistrad Q&A

RPS: LoL On Game Balance

Invisible Walls, Puffy Clouds

Kotaku: ​What To Do With Prison Architect

Mitu Khandaker: Modding Passage

Tips For Game Storytellers

M:tG - Where Does Modern Go From Here

Gamasutra: Prototyping to Pyre

Gamasutra: Sid Meier on Interesting Decisions

Gamasutra: Thoughts on Game Design Methods