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Game Design

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  • Quest & Achievement Design

Quest & Achievement Design

  • 6 Tips for Writing SIDE QUESTS

  • Achievements - Creating a Meaningful Meta-Game

  • Creative Direction: Narrative Quest Game Design

  • How Hard Should Quests Be?

  • Quest Design - I: Why Many MMOs Rely on Repetitive Grind Quests

  • Quest Design - II: How to Create Interesting MMO and RPG Quests

  • You Deserve Better Side Quests

  • Game Design Talks
    • Game Design Theory
      • 5 Principles of Game Design
      • Every game designer should understand Orthogonal Design
      • Identifying Indie: A Study of Who Plays What and Why
      • Journey Through Game Design with Spry Fox’s Daniel Cook
      • The Four Types of Video Game Designers - Game Design Specializations
      • The Lenses of Game Design | Jesse Schell
    • Player Engagement & Motivation
      • Affordances - How Design Teaches Us Without Words
      • Aspirational Play - Adding a Sense of Wonder to Game Design
      • Bartle's Taxonomy - What Type of Player are You?
      • Depth vs Complexity - Why More Features Don't Make a Better Game
      • Differences in Scale vs Differences in Kind - Keeping Players Interested
      • Energy Systems - How Casual Games Suck You In
      • Intrinsic vs Extrinsic - Designing Good Rewards in Games
      • Making Better RPG Classes - What Makes a Class Classic?
      • More Ways to Use Randomness - What is the Goal of RNG?
      • Pacing - How Games Keep Things Exciting
      • Progression Systems - How Good Games Avoid Skinner Boxes
      • Social Difficulty Curve - Easing Players into Communication
      • When Difficult Is Fun - Challenging vs. Punishing Games
    • Game Economy & Monetization
      • Balancing the Economy for Albion Online
      • Basics of F2P Game Economy Design
      • CRITICAL PATH—Laralyn McWilliams—Using Metrics in Game Design
      • Good Design Makes Happy Customers: A Microtransaction Design Primer
      • How Fortnite Exploits Your FOMO
      • How to Design and Operate a Successful Live Event in Mobile Social Games
      • How to Manage Inflation in Virtual Economies
      • How Video Game Economies are Designed
      • Microtransactions - What Does Good Monetization Look Like?
      • MMO Economies - Hyperinflation, Reserve Currencies & You!
      • Mobile free-to-play fundamentals
      • The Price of Overpriced Monetization
      • The Tower Of Want
      • Your First F2P Game: Where You Will Go Wrong | David EDERY
    • Game Mechanics & Systems
      • Designing with systems featuring Raph Koster & Mike Sellers
      • How I make puzzles for my indie magnet game
      • How Mario's Mushroom Changes Everything
      • Starting Off Right - How the First Five Minutes Draw Players In
      • Tutorials 101 - How to Design a Good Game Tutorial
      • Tutorials That Don't Talk Down To You - Context Sensitive Design
      • What are loops in game design?
    • Player Choice & Agency
      • Choice Architecture: Manipulation for Fun and Profit!
      • Choices vs Consequences - What Player Decisions Mean in Games
      • How Much Agency Do Games Need? - Choices in Linear Games
      • The Feeling of Agency - What Makes Choice Meaningful?
    • Game Feel & Feedback
      • "The art of screenshake"- Jan Willem Nijman - Vlambeer
      • Game Design 101: How to Make Choices that Matter
      • Game Feel: Why Your Death Animation Sucks
      • Juice it or lose it
      • Secrets of Game Feel and Juice
    • Quest & Achievement Design
      • 6 Tips for Writing SIDE QUESTS
      • Achievements - Creating a Meaningful Meta-Game
      • Creative Direction: Narrative Quest Game Design
      • How Hard Should Quests Be?
      • Quest Design - I: Why Many MMOs Rely on Repetitive Grind Quests
      • Quest Design - II: How to Create Interesting MMO and RPG Quests
      • You Deserve Better Side Quests
  • Game Design Theory
    • Agency
    • Discovery
    • Game Feel
    • Systems
    • Vision

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