Key Posts on Game Design
Reverse chronological order
- The Grind Mystery
- Game Design is Dead
- Optimal Game Demos
- Testosterone and Videogames
- Positive Game Design
- Time & Punishment
- Grip: The Biology of Compulsion
- Why You Play Games
- Freedom to Fail
- Emotions of Play Revisited
- Game Literacy
- Process without Goals
- Kinaesthetic Mimicry
- À la mode (Game Modes)
- Structural Specifications
- Play Specifications
- Toru Iwatani's Escalator
- Performance Metrics
- Co-operative Play
- Riddles of Difficulty
- Quantum Items
- Ratcheted Progress
- Designing Rewards in Games
- A Model of Game Designers
Key Posts on the Games Industry
Reverse chronological order
- Move vs Kinect: The Future of Console Controllers?
- Blockbusters & Diversions: The New Digital Games Market
- The Life and Times of Dungeons & Dragons
- Gold, Platinum and Diamond Games
- Ten Game Development Vices, Part One and Part Two
- Top Ten Role-playing Game Franchises
- The New Gender Agenda
- The Future of Game Consoles
- The Market Value of Violence
- Game Literacy
- EA Admits to Being Boring
- Curse of the Ring of Death
- 360 vs Wii vs PS3
- Will the Market Segment?
- Virtual Worlds vs Games
- The Role of the Indie Market
- Specialist Developers
- Why Publishers Flourish and Developers Wither
- On Branding
- Lessons from Hollywood
- There's a Hole in My Game Bucket, Dear Liza...
- Culture, Gender & Games
Key Posts on Game Philosophy
Reverse chronological order
- What is Game Addiction?
- The Power of Games (on Noël Carroll's philosophy)
- Avatar and Doll: Entering Fictional Worlds
- Slaying the First Colossus
- Game Design as Make-Believe (on Kendall Walton's philosophy)
- Ebert's Fence and Games as Art
- Philosophy of Wii
Key Posts on Game Narrative
Reverse chronological order
- Why There Are No Great Game Stories
- The Inefficiency of Games as a Narrative Medium
- The Sins of Game Stories
- Dramatic Role Proxies
- The Role of Extras (Guest Author)
- Dynamic Narrative: FreeSpeak
- TV Episodes in Games
- Fractal Stories?
- Between Stories and Games
Developing the DGD2 Audience Model
In chronological order
- How Do You Play Games?
- Genre Skeleton Key
- Game Tests
- Measuring Play
- Aphorisms
- Profile of an Average Player
- Profile of Game Genre Fans
- Nine (Update on DGD2)
- The Nine Basic Players (Maybe)
- Game Literacy
- Ultimate Game Player Survey
- Gamers ♥ Stories (and other titbits)
- Top Ten Videogame Emotions
- Female Players
- Player Skills
- Redefining Hardcore & Casual
Republished Blog Posts
- Roger Caillois' Patterns of Play
- Introduction to posts on Patterns of Play
- The Challenge of Agon
- Patterns of Play: Agon, or games of competition.
- The Rituals of Alea
- Patterns of Play: Alea, or games of chance.
- The Imagination of Mimicry
- Patterns of Play: Mimicry, or games of simulation.
- The Joy of Ilinx
- Patterns of Play: Ilinx, or games of vertigo.
- The Anarchy of Paidia
- Paidia refers to improvisation.
- The Complexity of Ludus
- Ludus refers to rules.
- Strategic Play
- Strategic play relates to mastering complex game systems and problem solving.
- Logistical Play
- Logistical play relates to following rules and pursuing acquisition.
- Tactical Play
- Tactical play relates to improvisation, and competence with all manner of tools.
- Diplomatic Play
- A brief discussion of what Diplomatic Play may entail.
- Kinaesthetic Mimicry
- What is the secret that makes the Wii such a hit? And how does it relate to earlier games?
- Between Stories and Games
- Where is the line between what makes a story and what makes a game?
- Designing Rewards in Games
- What makes a player keep playing a game? Why do they come back for more?
- A Model of Game Designers
- What does psychology tell us about the kinds of personalities suited to working in game design? This tentative model explores some of the different skills involved in designing videogames.
Republished Magazine Articles
- Zen Game Design
- What is the secret of game design enlightenment? First published Develop 27, April 2003 as 'My Karma Ran Over Your Dogma'
- Just Who Are Our Consumers?
- First published in MCV (Market for Home Computing & Video Games), issue 191 (21st June 2002)
- Piracy is Not Black and White
- First published in MCV (The Market for Computer & Videogames), issue 190 (14th June 2002)
- The 40 Hour Millstone
- First published in CTW (Computer Trade Weekly), issue 877 (1st February 2002)
- Golden Rules of Interface Design
- First published in Develop, issues 11 & 12 (October & November 2001)
- Ban The Boss
- First published in Develop, issues 7 & 8 (June & July 2001)
- Cut Scenes - Friend or Foe?
- First published in CTW (Computer Trade Weekly), issue 840 (11th May 2001)
- Games Businessmen Play: Tokyo 2001
- First published in Develop, issue 6 (May 2001).
- Call in the Cavalry
- First published in Develop, issue 4 (March 2001)
Downloadable Articles
- Demographic Game Design: How to make game design as valuable as marketing
- Available in online readable PDF format (3,442 KB) and also as a zipped PDF (1,792 KB) for those with narrower bandwidths.
Card Games
- Guild of Thieves
- Compete with other trainee thieves to open the jewelled box. It's like Cluedo (or Clue, if you're from the US) only you just need a deck of cards and a little stage magic to play.
- Life
- A simple but compulsive game for 2 or more players.
- Underwear
- A game of strategy and intuition for devious minds.
Old Surveys/Play Style Models
- DGD2 Questionnaire: Ultimate Game Players Survey
- Take part in an extensive study of how and why people play games - and win the game of your choice!
- DGD1 Questionnaire: What Play Style Do You Prefer?
- Learn something about your play style with this quick and simple quiz! (Please complete the DGD2 questionnaire first!)
Legacy CFAQs
- CFAQs
- These are ihobo's way of breaking a game apart and showing how things could have been done differently at a design level. These are ihobo's Critical FAQs



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