FEEDBACK LOOPS When connections form feedback loops there are two patterns that can emerge: Balancing feedback loops and
Tag: game design thinking
Almost A Hero – Crating Experiences Using Feedback Loops pt.1
PART 1 The article consists of two parts. In this first part, we will understand the basics of
Game Jam Tips
Game jams can be scary, but they are also one of the most effective ways to learn about the process of creating the game (while having great fun doing it!) Let’s explore some tips for working effectively in a game jam and how to get the most of it.
Offworld Trading Company – Loop-creating Resources
One of my first games created in the RTS genre was Our Planet is Dying, a spaceship-themed game
Decisions as the Focus of Interactivity
This essay is a compendium of a talk I gave (Spanish) in October 1st, 2019, in the context of Gamedev
On Music Theory and Game Design
Maybe you don’t know it, but in the older days, I was a professional musician. I’ve struggled for many years trying to find a relationship between both worlds. Can we find a relationship between Music Theory and Game Design Theory? How could we benefit from that?
Motivating Players Through Relatedness
One of the pillars of motivation is a framework known as Competence, Autonomy and Relatedness. But the last one, although being one of the most important for social connection, is often left behind by (especially single-player) game designers. How can you add Relatedness to your single-player games?
Before We Leave – Economy Analysis
There are games with very innovative mechanics that seem familiar, although new. There are other games that have stunning graphics. And there are others like “Before We Leave” that have both. The economy of the game is innovative, yet easy to grasp. How can you achieve this balance?
Replicating Real World Systems
To learn Systems Design you first have to understand Systems Thinking. Once you are already familiar with real-world systems, you’ll notice that they are everywhere. But the real power is achieved once you’re able to translate a well-known real-world system to a game world…
Player Decision in the Book of Laws
Frostpunk’s Book of Laws can seem like a regular tech tree, but behind its (not so) innocent appearance, you can find a source of well-crafted opportunities for players to make meaningful decisions about the people in their colony. Can humanising these characters have an influence on players’ decisions?