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Exploring the game

You’ve created a game full of levels, exciting game modes and whatnot. It would be a shame if the player only got to see a part of it, wouldn’t it? Fortunately, there are some things you can do to encourage the player to explore your game. Basically, you want to reward the player for playing a part of the game she would normally ignore. Read the entire entry »

12 Votes | Average: 4.25 out of 512 Votes | Average: 4.25 out of 512 Votes | Average: 4.25 out of 512 Votes | Average: 4.25 out of 512 Votes | Average: 4.25 out of 5 (12 votes, average: 4.25 out of 5)
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May 14th, 2007 @ 08:40 PM • Filed under Gameplay

Fun takes time

5 Votes | Average: 4.4 out of 55 Votes | Average: 4.4 out of 55 Votes | Average: 4.4 out of 55 Votes | Average: 4.4 out of 55 Votes | Average: 4.4 out of 5 (5 votes, average: 4.4 out of 5)
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April 30th, 2007 @ 09:56 AM • Filed under Design Process

Designing Play with Fire: an interview with Chris Bateman

12 Votes | Average: 4.58 out of 512 Votes | Average: 4.58 out of 512 Votes | Average: 4.58 out of 512 Votes | Average: 4.58 out of 512 Votes | Average: 4.58 out of 5 (12 votes, average: 4.58 out of 5)
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Mile markers

10 Votes | Average: 4.6 out of 510 Votes | Average: 4.6 out of 510 Votes | Average: 4.6 out of 510 Votes | Average: 4.6 out of 510 Votes | Average: 4.6 out of 5 (10 votes, average: 4.6 out of 5)
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March 25th, 2007 @ 04:39 PM • Filed under Gameplay, Design Process

Travel woes

9 Votes | Average: 4.56 out of 59 Votes | Average: 4.56 out of 59 Votes | Average: 4.56 out of 59 Votes | Average: 4.56 out of 59 Votes | Average: 4.56 out of 5 (9 votes, average: 4.56 out of 5)
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February 27th, 2007 @ 11:57 AM • Filed under User Interface, Gameplay

Let gamers be your unpaid workforce

6 Votes | Average: 4.17 out of 56 Votes | Average: 4.17 out of 56 Votes | Average: 4.17 out of 56 Votes | Average: 4.17 out of 56 Votes | Average: 4.17 out of 5 (6 votes, average: 4.17 out of 5)
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February 22nd, 2007 @ 03:34 PM • Filed under Innovation, Linking