Breaking the Chains of Analysis Paralysis – The Prisoner's Dilemma (Part 3 of 7)

Breaking the Chains of Analysis Paralysis – The Prisoner's Dilemma (Part 3 of 7)

This is the third article in a series of 7 that I will be putting up to highlight primary causes of AP among people who play games, and discuss strategies that you can apply as a designer to reduce the potential for AP if it is a problem. Each article in this series will go into depth on one potential cause of AP, examples of situations where it can be problematic, and present some solutions that can improve the situation

This article discusses The Prisoner's Dilemma, the problem of risk outweighing reward.

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Breaking the Chains of Analysis Paralysis – The Paradox of Choice (Part 2 of 7)

Breaking the Chains of Analysis Paralysis – The Paradox of Choice (Part 2 of 7)

This is the second article in a series of 7 that I will be putting up to highlight primary causes of AP among people who play games, and discuss strategies that you can apply as a designer to reduce the potential for AP if it is a problem. Each article in this series will go into depth on one potential cause of AP, examples of situations where it can be problematic, and present some solutions that can improve the situation

This article discusses The Paradox of Choice, the problem of too many options.

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Breaking the Chains of Analysis Paralysis – The Black Box (Part 1 of 7)

Breaking the Chains of Analysis Paralysis – The Black Box (Part 1 of 7)

This is the first article in a series of 7 that I will be putting up to highlight primary causes of AP among people who play games, and discuss strategies that you can apply as a designer to reduce the potential for AP if it is a problem. Each article in this series will go into depth on one potential cause of AP, examples of situations where it can be problematic, and present some solutions that can improve the situation

This article discusses The Black Box, the problem of information obscurity.

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Playtesting with Purpose

Playtesting with Purpose

A core tenant of game development is playtesting. You must playtest a lot in order to refine ideas, improve the flow of play, gain insight and new perspectives, and to simply make sure what you have is fun. This article is about best practices when playtesting, taking notes, identifying problems, developing solutions, and tracking this information in a way that saves time and improves your playtesting efficiency.

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