Reverse-Tutorials and How to Use Them

In one project, I had an early story moment warn players to NOT read any books they came across – they contain only Lies. After we added that to the opening, the number of books players read in the game tripled. We started using this for other tutorials too. I called them “Reverse-Tutorials” because they […]

Ratatouille explains the Game Industry

Ratatouille is a wonderful movie about creative work, yet people miss the central message. It’s NOT, “Anyone can cook.” Chef Gusteau’s full line: “Anyone can cook, but only the fearless can be great!” My favorite moment in the movie isn’t the critic’s reaction. It’s this exchange between the chefs Colette and Linguini. β€’ π—–π—Όπ—Ήπ—²π˜π˜π—²: I know […]

Why Souls Games are Narrative-Tsunderes

Why do players who skip 30-second cutscenes in most games hungrily watch 2 hour videos explaining the lore of Hollow Knight or Elden Ring? It’s not that those 30-second cutscenes are terribly written either. Simple: “Soulsborne Storytelling” isn’t Storytelling. Its Archaeology. Think of the player as an archaeologist exploring the ruins of a lost empire. […]

How to Get Stuff Greenlit

At Riot Games one of the designers reporting to me asked me a perfect question. “You’re the newest designer on the team… How do you keep getting new features on the roadmap?” I was surprised. I figured the other designers just liked the status quo. Nope, apparently they’d been trying to pitch a lot of […]

I had just 8 hours to design a combat system

Last week, I had just 8 hours to design a combat system for a client. I’m fast, but that wasn’t enough time to design a core gameplay system. However… It was 𝘣𝘒𝘳𝘦𝘭𝘺 enough time to design 3 of them! Surprisingly, and there’s some science on this, designing 3 solutions often takes less time and mental […]

The beautiful disaster of modern Yi-Gi-Oh!

The Yu-Gi-Oh! trading cardgame’s world championships were a beautiful disaster. I’ve never seen anything like this. To understand what just happened, I need to explain what banning a card truly means to a trading cardgame, and what it implies about what’s going on the dev processes behind the scenes. Banning a card from competitive play […]

How to turn Tutorials into Rewards

Got a complex game? Have you tried turning the tutorial into a 𝐫𝐞𝐰𝐚𝐫𝐝? Curiosity is one of the strongest drivers of human motivation. It can even override rationality and survival instincts. If you put a sign on a door that says “whatever you do, DO NOT OPEN THIS DOOR” we all know people are going […]