This is a series of game design articles. They more on the advanced and mature side of topics that dive much deeper into the idea of creating a truly Infinite Game - as in something that feels like your typical 10 hour campaign experience, but having an infinite metagame that keeps the experience going without the game resetting after you’ve reached a what is commonly known as “end game”.
These articles give you hints on how to surpass that limit and go beyond.
Games Are Need Satisfiers
Throwaway Games Are Band-Aid Approach
Future Of Games, The Next Big Innovation
My View On The Universe, Life And Death
(Part 1)
My View On The Universe, Life And Death
(Part 2)
Forking Drives Innovation, Not Competition!
Why I Don’t Play Competitive Human Vs Human Games Anymore
How To Get Started As A Complete Beginner In Game Development
How To Grow As A Game Designer. My Story and Biggest Epiphanies
What Really Is a Game Designer And How To Master This Skill
Evolution of a Game Designer According to Common Knowledge, Which Isn’t Always Correct Knowledge.
Additive vs Multiplicative Game Content And Why The Latter Is Better
Scope Creep Is Not An Enemy, You’re Just Incompetent and Inexperienced
How To Contextualize Narrative Within Infinite Metagames: Player-Run Services
Where Does Meaning or Motivation Come From In a Video Game? How To Make a Game Worth Playing?
How To Set Up Pacing, Difficulty, And Progression Within An Infinite Metagame
GUEST ARTICLE - Exploitative Game Design: Beyond the F2P Debate
GUEST ARTICLE - Loopholes in Game Design