Note: Five years ago I wrote an analysis of the exploration in Bethesda’s The Elder Scrolls: Oblivion. For those of you who haven’t played it, it’s like Elder Scrolls: Skyrim but not as user-friendly. It’s pretty cool, but hard to read the way I originally wrote it. I vaguely recall I was swamped at the time, so…
Tag: Game Design
A ‘Madlibs’ Game Design Doc: Part 2
Warning — I didn’t give this post my usual level of editing and scrutiny because I haven’t been feeling too well. I wanted to post it, even in its raw state. Hopefully you’ll find some use from these rough notes, and when I move on to the later parts I’ll develop them more fully. Think…
Magic: The Warcraftening
I’ve been playing a lot of Blizzard’s new digital-only collectible card game Hearthstone, and I really like a lot of the decisions they made. There are a few things I really miss from playing Magic: The Gathering, though — and I’d love to give the following “merger” of the two a try some time: Magic:…
A ‘Madlibs’ Game Design Doc: Part 1
A quick note. The following work is considered public domain information. Use it however you want. If you’d like to tell me about it afterwards, I promise you it will make me a happy man — but if you don’t I won’t lose any sleep. On twitter the other day, I decided on a whim…
Writing about Game Design is hard
I feel like I have a lot to say about the subject, but that writing it down isn’t the best way to get that across. Writing about some esoteric point or another requires laying a ton of groundwork just to even have a chance of getting to the point. It’s exhausting. I know Vincent Baker…