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 #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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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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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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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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Last week we talked about the various intellectual property laws and how they apply to games. Now let’s talk about what happens when things go wrong. Disclaimer: I am not a lawyer. This is not legal advice. Find a lawyer who knows their intellectual property law if you’re anywhere near an actual lawsuit. Objectives Describe…
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Let’s talk about the legal implications of intellectual property rights in games for a moment. Since the vast majority of complexity comes down to copyright, we’ll focus pretty heavily on that. I’m based in the US, and I’ll be using their law as the basis for this, but most things I cover are internationally agreed…
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Pictured: 4 versions of the same card from one of my games, none of which was final.A whole lot of valuable lessons learned, though.(Disclaimer: Art’s not mine and is just used for prototype purposes) To continue directly where we left off from Part 1, we resume the list of common beginner mistakes in no particular…
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Pictured: Cards from 4 prototypes of the same game, all of which were scrapped eventually.A whole lot of valuable lessons learned, though. mAking mistkaes Where we last left off (So, you want to make a game…), we discussed the core aspects of design as a process and some simple steps one can follow in order…
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Hello. My name is Nickolay Krumov, also known as Hegemon on the internet. But feel free to call me Nick. I am one of the writers for TDA and with my articles I am mostly going to focus on three main types of content: Theory: Highly conceptual pieces that mostly lay the ground work for…
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