Using the Mission/Boundary Goal Framework

I’ve thrown out “Easy to learn, but hard to master.” Goals like this are all over the industry, and they just aren’t useful. This is the kind of goal I use instead. Here’s why this is so much better: Let’s say you’ve thought of an interesting new mechanic for your Roguelike; such as letting players […]

The “Draw-Forward” Formula

Do you know the “Draw-Forward” Formula? It’s one of the most useful tools for helping players 𝐟𝐞𝐞𝐥 𝐬𝐦𝐚𝐫𝐭. You can use it in almost any genre where players make build, gear, or loadout choices. It works extra-well in Roguelikes. When we make strategic choices in games, we’re looking for the best value. However, we’re bad […]