Category: Discussion

Sidequest: too long; didn’t write

Welcome again to another Sidequest, which is consequently the first article of 2021 for me. And boy oh boy, after what an absolute shitshow of a year 2020 was, it’s only fair to start off with a Sidequest. I’ve touched upon a few different topics with the articles I’ve written so far, and as always,…
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To win, or to not lose?

In this post, we’re gonna take a look at a topic I’ve always found very interesting. It’s a thing that can be applied to any game’s mechanics, at (more or less) all levels of abstraction. Simply put, it’s the difference between mechanics which help a player win, and mechanics which help a player stay in…
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MOPED Lessons: Optimization

Welcome to the second of five articles where we take a deeper dive into the principles that make up MOPED. Last time we talked about Modularity, and how it helps to structure your project into easily-manageable chunks. This time, we’ll be taking a closer look at Optimization—why do it, how to do it, and finding…
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Levels of Testing

Testing your games is important. I’ve said that in a lot of different ways and context with my articles thus far. With interactive systems, the only time you can get useful metrics and input is when you actually go and interact with them. This time, we’ll take a bit of a deeper dive into testing,…
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MOPED Lessons: Modularity

Alright, let’s get this show on the road. This is the first of the detailed posts I’m going to do regarding MOPED (link to the outline/concept here). As the title suggests, we’re gonna be tackling the topic of modularity in games. To that end, I’ll be splitting this article in a few distinct sections, and…
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MOPED Lessons: Introduction

Last post I mentioned something called ‘my MOPED design principles’, and I intend for this article to be a brief overview and introduction to each of them. I’ll be doing a full article on each of the five principles, going in detail and with examples from games I’ve played or have worked on. Talking about…
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Sidequest: What I done did

Sidequest #3, eh? Time for some next-level rambling, cause boy do we have a topic fit for that: my projects! See, while completely shitting on other people’s work is rude, completely shitting on your own work is actually a good thing. Being “self-critical”, whatever that means. Whichever way you spin it, if you have nothing…
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A Complex Conundrum

Welcome back to our little slice of the Internet. By now, we’ve covered the bare basics of what design is, the core things you need to start working on a game, and which issues you should try to avoid during the process. Now I want to tackle a subject that is useful to both beginners…
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Sidequest: Harsh Truths

Howdy! Welcome to another Sidequest, where we have another topic, but the same kind of semi-coherent ranting, raving, and rambling, courtesy of yours truly. So, I wrote this article thing regarding beginner mistakes, but the original idea was to write about the harsh truths of game design. Y’know, the shit no one tells noobs because…
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Games, Licenses, and You: A Practical Overview (Part 3: Popular Licensing Methods)

Previously, we looked at the sorts of rights you get on your work and how you can protect your rights. Today we’re going to look at how people traditionally license games. Most licenses apply to the copyright of a game and its trademarks, with a notable exception in the form of the Open Game License…
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