- How to Balance Games With Asymmetric Players
- How Do Games Make Characters Touch the Game World?
- How to Learn a Fighting Game from Scratch
- Dialectics & Conflicting Priorities: The Tension that Binds Games Together
- Melee Attacks in PVP Must Be Fast!
- Against Immersion: The Holodeck Must Burn
- Why Don’t We Know How to Design Games?
- Player Agency Doesn’t Make Sense
- Boosting Enemy Stats is not “Artificial Difficulty”
- Design Space: Dimensions of Game Design
- 10 Years of Critpoints
- Building Counterplay for PvP Games
- I Don’t Really Like Deus Ex
- How to Code Fighting Game Motion Inputs
- VR is Focusing on the Wrong Things
- Scrubs & Johns: A Defense Against Bad Sportsmanship
- The Secret History of Zelda
- The Big Catch: Tacklebox Review
- Building Skill Tests @ Game Design Skills
- How to be a Good Fighting Game Community Member
- Parries are the Mindkiller
- Sometimes it’s No More than Mashing
- Roger Ebert was Right About Video Games and We Have Failed Him
- Game “Loops” are an Illusion
- It’s Not the Yellow Paint, It’s What the Paint Represents
- Cost Granularity in Card Games
- Celia’s Tips for Clear Writing
- Pseudoregalia Review
- How to Pick a Fighting Game Character
- What is Charmed Chains? (My New Card Game)
- Card Game Design as Systems Architecture
- Witcher 2 Review
- Mashing: Rote Memory vs System Mastery
- Tiers are for Queers
- How do you Set the MAXIMUM LIMIT? (For Health & such)
- How Magic’s Mana System Divides its Design Space
- The Hypothetical Worst Fighting Game
- What’s the Deal with Auto Combos?
- Tabletop Game Designers Know What’s Up
- SF6 is the Intro Game the Genre Needs
- Frame Data Patterns that ALL Game Designers Should Know
- Blocking is Cool Actually
- Sekiro is not a Souls-like
- The Traveling Soulsman
- Emergent Gameplay in Fighting Games
- How Fighting Games can Retain Players
- Visualizing the Skill Curve
- Dunkey Gets Dunked On
- FPS Boss Fights Don’t Have to Suck Ft. Durandal
- Getting Over It With Bennet Foddy Review
- Mirror’s Edge Review
- Isomorphism & Asymmetry
- Kill Your Sacred Cows
- Designing AGAINST Speedrunners
- Designing for Speedrunners
- How Dark Souls Changed Combat
- Wonderful 101’s User Experience is a Nightmare
- Doom Eternal Review ft. S.G.S.
- Transitive (Efficiency Race) vs Non-Transitive (Rock Paper Scissors)
- You don’t know what Game Feel is, read the damn book please!
- Are Fan Expectations More Important Than Quality? ft. Durandal
- Gamedevs Should Not (Exactly) Copy My Criteria to Make a Successful Game
- Play Western Games on the 2nd Hardest Difficulty
- Dead Cells Review
- A Critique of Doom Eternal’s Story
- Nuzzles: Not a Puzzle
- The Souls Story Formula
- What makes good combat?
- What the Heck is Paired Animation?
- Doom 2016 Review (Guest Post by Durandal)
- What is “Souls-Like”?
- The “Silver Bullet” Game Design Problem
- What should be in a review?
- Why FEAR 1 Is The Most Important Hitscan Shooter – ft. Durandal
- SFV Proposed fixes
- What’s the point of combos in fighting games?
- Guest Post: Durandal on DESYNC
- What does Agency mean in a Game?
- Cultivating Possibility Space
- Don’t Diss a Genre You Don’t/Refuse to Understand
- Riddles, Puzzles, and Games
- How to Make the Best Worst Action Game Ever
- How to Actually Change Someone’s Mind
- Learning a New Combo
- Reworking DMC’s Controls
- Most Innovative Recent Game
- Cool Airdashes (unlike Hollow Knight’s)
- “Fun,” The Deepest Buzzword?
- Speedgames Ruined by the Patch
- Running Away is Deep!
- The Barrier to Entry
- DBFZ Impressions
- Balancing Parries for Single Player
- How to Cater to Fighting Game Beginners
- Fighting Game Auto-Combos
- What Should be Prioritized in a Fighting Game?
- What’s a “Mechanic”?
- Beginner’s Traps
- Animation East vs West
- Weird Controls are Good for You