Complexity, Dominant Strategies and Balance in Upwords

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

How can single player console games improve completion rate?

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?

Oddly Satisfying. But Why?

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?