







I think it touches on two of the most fundamental aspects of human nature. We all like doing something constructive, where we can see that we are creating something from virtually nothing, and we all have a desire to nurture or look after things. This is what the game is all about. You spend hours painstakingly building your park and roller coasters up piece by piece, and then it becomes your own baby, which you want to look after and keep running smoothly, watching it grow in popularity and delighted by all the little guests who are enjoying all your hard work. Of course, the subject matter, roller coasters and theme parks, helps a lot as well. What could be more fun in a game than to build and run a park which is full of little people also having fun?
» Choose Your Own Adventure The Digital Antiquarian
The first and most iconic of all the Choose Your Own Adventure books involved spelunking, just as did the first and most iconic of all computer-based adventure games.
» Half-Life The Digital Antiquarian
Around twenty years ago, people would have laughed if you told them that videogames would end up at the Smithsonian, but the Half-Life team really did want to make games that were more than just throwaway toys. The rule against cinematics — which made our jobs much harder and also ended up leaving a lot of my favorite work out of the game — was a kind of ideological stake in the ground: we really did want the game and the story to be the same thing. It was far from flawless, but it was really trying to push the boundaries of a young medium.
» The Game of Everything, Part 2: Playing Civilization The Digital Antiquarian
As a game designer, you have ultimate power. And with this ultimate power comes very little responsibility.
Erlend Sogge Heggen (@erlend.sh)
1. solitude: single-player game loop 2. bottomlessness: infinite scroll 3. speed: instant delivery/gratification 4. teasing: generally satisfactory, never perfect; “maybe the next one is exactly what I want” ↘️ quoting NPR (@npr.org): Taken together, these four features can create a trancelike state that can keep us stuck on social media apps or video games for hours. Children are particularly vulnerable. n.pr/4mH6i6s
» The Last Adventures of Legend The Digital Antiquarian
The early days were the best. We had successes, we had fun, and we had a good business model. As the industry changed, everything became more complicated and harder.
Bad Game Design - Clicker Games
» The Game of Everything, Part 1: Making Civilization The Digital Antiquarian
If my gravestone says, “Sid Meier, developed Civilization,” I’m happy with that. It’s a game I’m happy to be known for.
GameSpot's SIMply Divine: The Story of Maxis Software
GameSpot action adventure driving puzzle role-playing simulation sports strategy hardware
Metroidbrainia: An in-depth exploration of knowledge-gated games · Thinky Games
Thinky Games presents a definitive guide to metroidbrania games: What they are, how different games explore the idea in their own way, and a list of our favorites.

The cult of the cookie clicker: When is a game not a game?
There's a growing obsession online with cookies, imaginary chocolate chip cookies.

» Starcraft (A History in Two Acts) The Digital Antiquarian
Great success brings with it great expectations. And sometimes it brings an identity crisis as well.
Simplifying Board Games
A few years ago I wrote about how I'd been playing a simplified version of Carcassonne with Lily. We stopped for a while, but recently we've played simplified versions of Ticket to Ride, Race for the Galaxy, Guillotine, and Settlers of Catan. My general approach here is to find a core piece of the game that will be fun on its own, and then add to it as Lily wants more complexity. While the parti

Abdelrahman's playground
designer building thoughtful little apps and interactions. reverie, nomi, and a metal shader playground.

Spatial - Create Immersive UGC, Virtual Classrooms, Experiential Marketing
Join 2M+ creators & brands building and publishing social games, brand experiences, virtual learning, galleries, onboarding, & training. No-code + Unity-based tools. Web (No Download Required), Mobile, VR.

Building games that can be understood at a glance
Building games that can be understood at a glance - Zach Gage, GDC 2018
Building games that can be understood at a glance
Building games that can be understood at a glance - Zach Gage, GDC 2018