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Difficulty Tuning in Games
Single-player games are all over the map in how they handle difficulty tuning. Some games want very much for you to die, while others want you to actually have fun. I compare the difficulty of 6 different games and explore the choices they made.
Prince of Persia: Sands of Time
Ninja Gaiden
God of War
Devil May Cry 3
Resident Evfil 4
Rez
12/31/05
Game Balance, Part 2: A Detailed Example 
Combining "balance" and "diversity" is the holy grail of multiplayer game design. The fighting game Guilty Gear XX achieved this in a very premeditated way, and serves as an example of how to design balance into multiplayer games in general.
Guilty Gear XX 12/2/03
World/Player Interaction
Some games allow the player to interact with the game-world in rich, varied ways. Other games don't, but make up for it by emphasizing goal-oriented missions. Both approaches can work...but all roads seem to lead to highly tedious games these days.
Tony Hawk's Pro Skater 4, Mario Sunshine, Metroid Prime, Zelda: The Wind Waker 12/2/03
Playing to Win, Part 3: Not Playing to Win
I know I talk an awful lot about playing to win, but now that I think I've gotten most of that message across, I feel it's time to let you in on the secret. Playing "for fun" can help you win, too.
Marvel vs. Capcom, Super Turbo Street Fighter, Capcom vs. SNK 2 7/4/03
Playing to Win, Part 2: Mailbag
I got a lot of mail about the first Play to Win article, almost all of it positive, but I'd like to answer the critics! I respond to several "But I can't play to win because of X" complaints.
Capcom vs. SNK 2 4/24/03
Game Balance, Part 1
Balancing a competitive multiplayer game is a lot less forgiving than balancing a single player game. Despite the designer's best efforts, the gaming community has the upper hand when it comes to uncovering imbalances.
Marvel vs. Capcom 2, Starcraft, Magic the Gathering 12/10/01
Rules of the Game: Rule Design
The central task of game design is rule design. Rules, not programming or art,  are the soul of a game. This article looks at the rule structure of several games, including one game that literally is only a collection of rules.
Chess, Go, Marvel vs. Capcom 2, Counterstrike, Magic: the Gathering, Flux, Nomic 5/2/01
The Art of War, Part 4: Divide & Conquer
Here The Art of War is applied to Starcraft. The teachings of Sun Tzu are compared to those of top Starcraft Player Zileas.
Book: The Art of War
Game: Starcraft
Player/Designer: Zileas
11/5/00
The Art of War, Part 3: Deception
This article applies The Art of War specifically to fighting games, and some of the concepts used by the very best players.
Book: The Art of War
Games: Street Fighter series, including Hyper Fighting SF
11/5/00
The Art of War, Part 2: The Sheathed Sword Revisited
The very same lessons from Part 1 of this series can be applied to software development. The real trick of development is to defeat problems before they grow threatening, not after they become out-of-hand and visible to all.
Books: The Art of War, Software Project Survival Guide 11/5/00
The Art of War, Part 1: The Sheathed Sword
An ancient Chinese book reveals the secrets of all kinds of battle. This first article covers the concept of defeating the enemy before the messy parts of the fight even begin.
Book: The Art of War
Games: Street Fighter Alpha 2 &3, Marvel vs. Capcom 2, Starcraft
11/5/00
Playing to Win, Part 0: Why Bother?
This short article explains why this site about game design includes a section devoted to playing competitive games at a high level.
Book: Chess for Fun & Chess for Blood 11/5/00
Playing to Win, Example: Survivor
Richard Hatch won CBS's Survivor by playing to win.
Survivor TV show 10/26/00
Playing to Win, Part 1
Playing to Win is the only way to really improve, yet most people are too bound up by imaginary rules to even try.
Street Fighter series 10/26/00
Violence in Video Games
Games have become the scapegoat for many of society's problems. In fact, violent video games are beneficial to teenage boys. If you don't believe listen to MIT's Henry Jenkins.
Games: Street Fighter, Quake
Films: Schindler's List, Saving Private Ryan, Reservoir Dogs
10/26/00
Episodic Games
The mass market may be more ready for small, weekly doses of fun than the game industry.
You Don't Know Jack, Diablo 2 10/26/00
Rethinking Story Games
The formula of adventure games may have killed the genre, but not the story game itself. Sirlin identifies the problem and proposes some new types of story based games.
Monkey Island series, Myst, Donkey Kong Country 2, 3 game I made up
10/26/00
An Introduction to Game Design Courtesy of Walt Disney
Video game design is similar to the design of many other types of experiences, including DisneyLand.
DisneyLand 10/10/00
Suspense
Suspense creates ripe, full moments out of otherwise hollow, empty ones. The payoff for incorporating suspense far exceeds the cost.
Films: Psycho, Reservoir Dogs, Scream, The Blair Witch Project
Games: Resident Evil 2, Silent Hill
10/10/00
Hiding Secrets in Platform Games
Curiously related to suspense, secrets in platform games (or any game) can add much more value to a game than the cost of their implementation. The Rosetta Stone of secrets is DKC2.
Donkey Kong Country 2, Super Mario Brothers, WaroLand 3
10/10/00
Nonlinear Exploration and Multiple Paths
Allowing the player to explore worlds and missions without imposing a set order is generally good, yet it can lead to particularly bad cases of "getting stuck."
Mario64, Castlevania: Symphony of the Night, WarioLand 3
10/10/00
Pacing
Pacing should usually follow a sine wave of rising and falling action.
Metal Gear Solid, Sonic Adventure
10/10/00
Slippery Slope and Perpetual Comeback
Slippery slope is when falling a little bit behind in a game causes you to fall further and further behind and eventually lose. It's not fun. One very special game has the opposite property.
Chess, Starcraft, Street Fighter, Marvel vs. Capcom 2, Virtua Fighter 3, Soul Calibur, Puzzle Fighter
10/10/00
Rock, Paper, and Scissors in Strategy Games
It's perfectly ok to use the rock, paper, scissors paradigm in a strategy game, as long as you know...the secret.
Virtua Fighter 3, Dead or Alive 2, Starcraft, Killer Instinct 2
10/10/00
Yomi Layer 3: Knowing the Mind of the Opponent
Yomi means "knowing the mind of the opponent." Players think on a higher level than one might expect, yet to support this, designers need to design fewer "counters to counters" than one might expect.
Virtua Fighter 3 10/10/00