Monday, February 18, 2013

Designing Puzzles that Make Players Feel Smart

What do Jeopardy and Portal have in common? How can game designers make puzzle games that make players feel smart, without being too hard for some or too easy for others?  Max discusses the answers  to these questions, and why Continuity is a paragon of clever puzzle game design.





Monday, February 11, 2013

How to Make Games For Everyone

In this post Max examines designing games for casual audiences. What kinds of mechanics do they find interesting? What kinds of mechanics make them disengage with the game? Which games are well designed for casual audiences, and which are not?






Sunday, February 3, 2013

Charades and its Descendants

Nick explores the relaionship between Charades and other party games in the same family, discusses what makes them fun, and speculates about expanding this genre in the future.