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Strike Suit Zero: Mission 9

By Shamus
on Thursday Aug 1, 2013
Filed under:
Game Design




Kerbal Space Program: Campaign Mode

By Shamus
on Thursday Apr 18, 2013
Filed under:
Game Design




Why Am I Doing This Again?

By Shamus
on Thursday Nov 29, 2012
Filed under:
Game Design




Trusting the System

By Shamus
on Wednesday Oct 24, 2012
Filed under:
Game Design




Errant Signal: An Aimless Diatribe On Fun

By Shamus
on Friday Jul 27, 2012
Filed under:
Game Design




Reset Button: Megatextures

By Shamus
on Thursday Feb 16, 2012
Filed under:
Game Design




Minecraft – Creepier Creepers

By Shamus
on Monday Jan 24, 2011
Filed under:
Game Design




Recursive Procedural

By Shamus
on Wednesday Jul 21, 2010
Filed under:
Game Design




The Quicktime Hurdle

By Shamus
on Sunday Jul 18, 2010
Filed under:
Game Design




Dance Dance Quicktime Event

By Shamus
on Sunday Jul 4, 2010
Filed under:
Game Design




MMO Population Problems

By Shamus
on Wednesday Dec 30, 2009
Filed under:
Game Design




Descent: The Game That Ruined Me

By Shamus
on Thursday Nov 12, 2009
Filed under:
Game Design




Fuel: Terrain

By Shamus
on Wednesday Sep 30, 2009
Filed under:
Game Design




Fuel: Roads

By Shamus
on Monday Sep 28, 2009
Filed under:
Game Design




FUEL: Defining Procedural

By Shamus
on Wednesday Sep 23, 2009
Filed under:
Game Design




Soldak Asks: Dungeon Crawl Gameplay

By Shamus
on Monday Jun 29, 2009
Filed under:
Game Design




Experienced Points: The Final Boss

By Shamus
on Friday Feb 13, 2009
Filed under:
Game Design




Experienced Points: Everyone’s Favorite Crutch

By Shamus
on Friday Feb 6, 2009
Filed under:
Game Design




The Need for Challenge

By Shamus
on Monday Jan 26, 2009
Filed under:
Game Design




Auto-Adjusting Frustration

By Shamus
on Thursday Jan 15, 2009
Filed under:
Game Design




Interactive Fiction:
Feedback Parser

By Shamus
on Wednesday Nov 5, 2008
Filed under:
Game Design




Phantom of the Arcade

By Shamus
on Friday Oct 31, 2008
Filed under:
Game Design




The Right Toy for the Job

By Shamus
on Tuesday Sep 16, 2008
Filed under:
Game Design




Games and the Fear of Death

By Shamus
on Wednesday Aug 20, 2008
Filed under:
Game Design




The Survival Sneaker

By Shamus
on Monday Aug 18, 2008
Filed under:
Game Design




The Survival of Survival Horror

By Shamus
on Wednesday Aug 6, 2008
Filed under:
Game Design




The Cost of Spectacle

By Shamus
on Wednesday Jul 30, 2008
Filed under:
Game Design




Game Developers at the Beach

By Shamus
on Tuesday Jul 15, 2008
Filed under:
Game Design




Story Ownership

By Shamus
on Saturday Jul 5, 2008
Filed under:
Game Design




Zero XP

By Shamus
on Monday Jun 16, 2008
Filed under:
Game Design




Roundtable:
The Flawed Champion

By Shamus
on Friday May 9, 2008
Filed under:
Game Design




Roundtable:
The Tough Guy

By Shamus
on Friday Apr 11, 2008
Filed under:
Game Design




User-made AI

By Shamus
on Thursday Apr 10, 2008
Filed under:
Game Design




Un-Enlightened

By Shamus
on Friday Feb 22, 2008
Filed under:
Game Design




Freedom vs. Story

By Shamus
on Monday Oct 1, 2007
Filed under:
Game Design




What Makes a Great RPG, Part III

By Shamus
on Thursday Sep 27, 2007
Filed under:
Game Design




What Makes a Great RPG, Part II

By Shamus
on Thursday Sep 27, 2007
Filed under:
Game Design




What Makes a Great RPG?

By Shamus
on Wednesday Sep 26, 2007
Filed under:
Game Design




The Perfect Game

By Shamus
on Tuesday Aug 28, 2007
Filed under:
Game Design




Sticks and Stones Demo

By Shamus
on Thursday Jun 14, 2007
Filed under:
Game Design




GTA: LCS: Grand Theft Railroad

By Shamus
on Tuesday Apr 24, 2007
Filed under:
Game Design




How Hard is this Game?

By Shamus
on Saturday Apr 21, 2007
Filed under:
Game Design




Morality Modeling

By Shamus
on Thursday Apr 12, 2007
Filed under:
Game Design




Have Fist, Will Subjugate

By Shamus
on Wednesday Apr 11, 2007
Filed under:
Game Design




Philosophy Fighter

By Shamus
on Tuesday Mar 20, 2007
Filed under:
Game Design




Episodic Content

By Shamus
on Tuesday Mar 6, 2007
Filed under:
Game Design




Videogame Morality & Procedural Content

By Shamus
on Wednesday Feb 28, 2007
Filed under:
Game Design




Competitor vs. Builder

By Shamus
on Tuesday Feb 20, 2007
Filed under:
Game Design




Failure to Communicate

By Shamus
on Friday Feb 16, 2007
Filed under:
Game Design




The Tickle Animation

By Shamus
on Thursday Feb 15, 2007
Filed under:
Game Design




Roundtable:
MMO Games & Social Busywork

By Shamus
on Wednesday Feb 14, 2007
Filed under:
Game Design




The Plot-Driven Door

By Shamus
on Monday Feb 12, 2007
Filed under:
Game Design




Cheat Codes

By Shamus
on Monday Feb 12, 2007
Filed under:
Game Design




Videogames + Exercise

By Shamus
on Tuesday Feb 6, 2007
Filed under:
Game Design




“Girl” Games

By Shamus
on Thursday Dec 7, 2006
Filed under:
Game Design




Scope And Scale

By Shamus
on Thursday Nov 9, 2006
Filed under:
Game Design




Pencil and Paper vs. Pixels

By Shamus
on Saturday Nov 4, 2006
Filed under:
Game Design




Virtual Villagers & Game Design

By Shamus
on Friday Nov 3, 2006
Filed under:
Game Design




Harshing Our Mellow

By Shamus
on Wednesday Sep 27, 2006
Filed under:
Game Design




NPCs and Immersion

By Shamus
on Thursday Aug 31, 2006
Filed under:
Game Design




Oblivion: Burglar’s paradise

By Shamus
on Wednesday Jul 19, 2006
Filed under:
Game Design




Role Playing Games

By Shamus
on Tuesday Jul 4, 2006
Filed under:
Game Design




Do it again, stupid

By Shamus
on Monday Apr 24, 2006
Filed under:
Game Design




Indie Games

By Shamus
on Tuesday Apr 18, 2006
Filed under:
Game Design




Dueling Gameplay

By Shamus
on Friday Mar 31, 2006
Filed under:
Game Design




Ping Time

By Shamus
on Tuesday Mar 21, 2006
Filed under:
Game Design




Multiplayer is not for everyone

By Shamus
on Friday Mar 10, 2006
Filed under:
Game Design




GTA: Cars and Carnality

By Shamus
on Wednesday Mar 8, 2006
Filed under:
Game Design




From tabletop to desktop

By Shamus
on Monday Mar 6, 2006
Filed under:
Game Design




Self-Balancing Gameplay

By Shamus
on Wednesday Mar 1, 2006
Filed under:
Game Design




Surrender, Monkeys!

By Shamus
on Tuesday Feb 28, 2006
Filed under:
Game Design




I know Kung-Fu, Part 2

By Shamus
on Saturday Feb 11, 2006
Filed under:
Game Design




I know Kung-Fu

By Shamus
on Friday Feb 10, 2006
Filed under:
Game Design




Emergent Gameplay

By Shamus
on Thursday Feb 2, 2006
Filed under:
Game Design




Spoiler Warning:
KOTOR

Knights of the Old Republic. It's charming, odd, glitchy, and captures the feel of classic Star Wars better than 90% of the Star Wars games out there.

 

Quakecon 2012 Annotated

An interesting but technically dense talk about gaming technology. I translate it for the non-coders.

 

Playstation 3

What was the problem with the Playstation 3 hardware and why did Sony build it that way?

 

Could Have Been Great

Here are four games that could have been much better with just a little more work.

 

Spoiler Warning:
SOMA

A game that dares to ask what it means to be alive, what it means to be human, and why should you bother trying to answer the first two questions?

 

Bowlercoaster

Two minutes of fun at the expense of a badly-run theme park.

 

Bad and Wrong Music Lessons

A music lesson for people who know nothing about music, from someone who barely knows anything about music.

 

Crysis 2

Crysis 2 has basically the same plot as Half-Life 2. So why is one a classic and the other simply obnoxious and tiresome?

 

The Disappointment Engine

No Man's Sky is a game seemingly engineered to create a cycle of anticipation and disappointment.

 

A Star is Born

Remember the superhero MMO from 2009? Neither does anyone else. It was dumb. So dumb I was compelled to write this.

 

Juvenile and Proud

Yes, this game is loud, crude, childish, and stupid. But it it knows what it wants to be and nails it. And that's admirable.

 

If Star Wars Was Made in 2006?

Imagine if the original Star Wars hadn't appeared in the 1970's, but instead was pitched to studios in 2006. How would that turn out?