I know I promised a continuation of last week’s article this week, but unfortunately I will have to postpone. I will also not have any article next week due to Thanksgiving, but should be able to resume regular posts the following week. Instead, I hope you enjoy this article from a few months ago about…
Read MoreA Re-Source of Pride: Designing Resource Systems in Collectible Games
Last week I started a new series of articles diving deep into various topics dealing with game design. Today’s topic continues this series with a look at designing resource systems. This article will be mostly focused on collectible games, especially trading card games. In this article I will be looking at why to include a…
Read MoreDigging Deep with Power Creep
This Time For Real! A few weeks back, I wrote a pair of articles where I gave my thoughts on the basic game design of Yu-Gi-Oh, which you can find here (part 1 and part 2). I originally wrote those articles with the intention of providing a comprehensive look at the positive and negative aspects…
Read MoreDeep Dive: Is Yu-Gi-Oh a Bad Game? Part 2
Last week I started talking about the Yu-Gi-Oh Trading card game, in order to figure out why it has grown and changed the way it has. Since it’s creation, Yu-Gi-Oh has steadily become more and more convoluted, difficult to learn, and less user-friendly. In this series, I hoped to uncover why this has happened –…
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