Tagged
Stories about game craft
11 stories from the journal share this topic, on the Game craft shelf.
Start with “Dynamic difficulty adjustment: should games adapt to you?”. Many games quietly tune themselves to your skill. What studies say about adaptive difficulty, why it can leave players overconfident, and the case for asking.
Stories tagged game craft
Colour in game design: contrast, meaning and emotion
What colour psychology can and cannot tell game designers, why contrast matters more than hue, and how to make coloured pieces readable for everyone.
Why we get attached to game characters, even silent ones
Players admire, worry about and miss game characters. Research on attachment, parasocial bonds and cuteness explains why, and what designers owe players.
Loot boxes, variable rewards and ethical monetisation
Loot box spending is consistently linked to problem gambling. What the studies show, what makes monetisation predatory, and a fair test for any game.
The sound of success: how game audio shapes player experience
Sound changes how immersed, tense and competent players feel, and music can even bend their sense of time. What the research shows, and how to design for mute.
Game tutorials that teach without telling: what works
A study of 45,000 players found tutorials only paid off in complex games. What research says about teaching through play, hints and the first hour.
Dynamic difficulty adjustment: should games adapt to you?
Many games quietly tune themselves to your skill. What studies say about adaptive difficulty, why it can leave players overconfident, and the case for asking.
How computers generate puzzle levels, and why checking matters
Procedural generation can make endless puzzles, but a board that is merely solvable is not a good one. How generators work, and where they fall short.
Game feel and juice: why a satisfying slide matters
Juice is the extra feedback that makes a tap feel good. Studies with thousands of players show it helps, up to a point, and then starts to hurt.
What makes a puzzle feel fair? Difficulty, failure and trust
Hard is not the same as unfair. What research on challenge and failure says about the puzzles players trust, and the ones they quit in frustration.
How to build a kinder difficulty curve
Challenge should stretch the player’s attention without making the relationship with the game feel brittle.
Tetris proves that simple rules can keep opening up
A look at constraint, rhythm, and the endless variety inside a very small ruleset.
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