When I was younger there was nothing I wanted to be more than a wizard. I started reading the Harry Potter books when I was in elementary school, and from that moment on I dreamed about what it would be like if I got a letter to Hogwarts. I imagined the spells I would cast,…
Read MoreA Morale Victory Part 2: Making Choices Matter
Hey everyone! Last week I started a two-part article on maintaining player morale. Player morale, the feeling of confidence and enthusiasm that players have while playing the game, is a major factor in determining whether players will finish your game and want to play again. If you want players to keep coming back to your…
Read MoreUpdate to Game Designer’s Dictionary
Hey Everybody! I Just wanted to let you know that I have been doing some work on the Game Designer’s Dictionary page, and am unveiling the second version today! In addition to adding nearly 30 new terms (bringing the total up to almost 100), I have also updated the formatting and added internal links to…
Read MoreA Morale Victory Part 1: Giving Players a Chance to Win
Playing a game is an emotional activity. Whether is be a rush of excitement when you take down a difficult enemy, or a sense of dread as your omens tick up one by one and you wait for the haunt to begin, a good game should try to create strong feelings in its players. These…
Read MoreRempton Resolutions 2019: My Game Design Goals for the New Year
Hey everybody, I’m very sorry that I wasn’t able to get a new article up last week. I have been traveling a lot this holiday season and that has made it difficult to keep up with everything, but I will be back to my regular schedule next week with a new design article. This week,…
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