Give your players decisions to make that matter…

One of the unfortunate parts of the current state of game design in our industry is that “decisions that matter” and “shades of moral gray” seem to be reserved exclusively for M-rated titles. (OK, maybe one or two Fables, etc, might be exceptions, but…) Those players who experienced the game believing that their decisions mattered,[…]

Every. Single. Day.

This post has been percolating in the back of my head for the past week since my three-week “vacation” ended and went back to the day job fulltime… One of the big lessons that I learned that I [re]learned was that practice is crucial for every single skill from interview skills to skills that make[…]