Complexity in Game Design is a heavily debated topic. In his blog, Dan Felder chooses to categorize complexity into 3 distinct categories. Comprehension complexity – the difficulty in understanding what the designer is trying to communicate; Tracking complexity – the difficulty in keeping track of, or remembering everything that the designer taught you; and Depth … Continue reading Complexity, Dominant Strategies and Balance in Upwords
Recently, my friend wanted to look at my Steam library to see which games I had. I categorize my games into 4 categories – untouched, in-progress, completed and boring. He asked me why I have completed only a small percentage of games that I own. That question hit me like a brick. That’s when I … Continue reading How can single player console games improve completion rate?
A couple months ago, I found myself working on a game/experience as part of my coursework (Read more). As a team, we wanted to take the opportunity to experiment and explore social interactions between 2 players in VR. During our early prototypes we chanced upon a mechanic that made players stay in the experience for … Continue reading Oddly Satisfying. But Why?