How the Terminator accidentally fixed Pinball’s Big Incentive Problem

Let’s talk about the biggest incentive-alignment problem in Pinball: The ๐Œ๐ฎ๐ฅ๐ญ๐ข๐›๐š๐ฅ๐ฅ ๐Œ๐จ๐๐ž. Pinball builds escalation into its game design through the use of upgrades and special modes unlocked during play. Players accomplish objectives by making specific shots, often somewhat risky, building up to a game state change that massively increases scoring potential – and often […]

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 youโ€™re doing, your designs can increase the value of your gameโ€™s goals and rewards. If something feels like itโ€™s worth $5, then you have a lot of trouble […]

The Cheater’s Lens of Game Analysis

โ€œIf 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.โ€ Heard this from a YouTuber called Surnex, and got me thinking. In reality thereโ€™s a lot of ways to cheese the idea behind this […]

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 […]

How to Build and Invest in our current Game Industry

Game studios, founders, and investors, hereโ€™s how to navigate this market: 1. Stop chasing the current breakout hit genre, unless you have a VERY good reason to believe you can beat all the other trend-chasing studios to market by 6 months. Your scariest competition isnโ€™t the breakout game itself, itโ€™s all the other studios that […]

When to use 4 Options instead of 3

Want to know why games like Clash Royale offer 4 choices at a time, when 3 appears to be a standard? Last time I talked about why Slay the Spire, Hades, and many more games offer only 3 options at a time and got a great response, so I’m back for more. I explained how […]

Design “Philosophy” is Weird

Among the game devs that I mentor, it’s never the seniors that ask me the headache-causing questions. It’s the college students. Often they’re sending me some thought-provoking article or paper on the “nature of games as a medium”. These pieces get so far away from how I view design in general and art as a […]