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 […]

The Key to Designing Strong Monetization

Just ran a 5-hour session on how to design monetization systems. So many studios miss the beautiful reality of games: designers are alchemists. If you know what you’re doing, your designs can increase the value of your game’s goals and rewards. If something feels like it’s worth $5, then you have a lot of trouble […]

The Cheater’s Lens of Game Analysis

“If you were turning on one cheat to make your game much easier to beat, what would it be? This tells you a lot more about your game than anything else.” Heard this from a YouTuber called Surnex, and got me thinking. In reality there’s a lot of ways to cheese the idea behind this […]

When to offer 2, 5, or 8 options

A while ago, I talked about why so many games offer 3 options to players making a decision. I also wrote about when to use 4. Today I’m going to quickly cover 2, 5, and 8. 2 options is best used for thematic contrasts like good/evil or war/peace binaries – but in the context of […]

How to Increase “Net Fun”

Let’s talk about “Net Fun” in PvP games. If your game is only fun when you win, you have a big problem. Matchmaking can’t fix this. Given a 50% win rate, Humans still feel the impact of losses more intensely than we feel the benefit of gains (thanks “loss aversion”). I think about it like […]