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Stories about game design

28 stories from the journal share this topic, on the Inclusive design, Social play, OutBrick practice, Game craft, Success stories, Learning through play, and Player habits shelves.

Start with “OutBrick on iPhone Duo: what would you want to play?”. Would you want OutBrick adapted for iPhone Duo? Explore possible inner and outer screen experiences, then tell us what would make play worthwhile.

Stories tagged game design

  1. OutBrick accessibility beyond the puzzle board

    From shop buttons and frozen gates to mission credit and Italian support: how AppleVis feedback is helping us improve the whole OutBrick session.

    Mourad Hamdi · 7 min read

  2. Solve puzzles together without taking over the screen

    Share a puzzle without stealing the next move: agree roles, explain predictions, offer small hints and make room for different solving styles.

    OutBrick Editorial Desk · 8 min read

  3. Play block puzzles online without downloading an app

    Try OutBrick’s browser boards without installing an app. Learn the controls, daily-board rotation, scoring and differences from the full game.

    OutBrick Editorial Desk · 8 min read

  4. Water sort vs block sort: which puzzle style fits you?

    Compare water-sort capacity puzzles with sliding-block routes, using concrete examples, practical selection tips and clear limits to the research.

    OutBrick Editorial Desk · 8 min read

  5. Sokoban vs sliding-block puzzles: push, glide, plan

    Learn how Sokoban pushing differs from glide-to-stop block puzzles, with practical examples of corners, access routes and temporary stopping points.

    OutBrick Editorial Desk · 8 min read

  6. Block Blast!+ vs OutBrick: two kinds of block puzzle

    Compare Block Blast!+ and OutBrick by their actual mechanics: placing shapes to clear lines, sliding bricks to exits, and choosing how to pay.

    OutBrick Editorial Desk · 8 min read

  7. OutBrick on iPhone Duo: what would you want to play?

    Would you want OutBrick adapted for iPhone Duo? Explore possible inner and outer screen experiences, then tell us what would make play worthwhile.

    Mourad Hamdi · 7 min read

  8. OutBrick vs Block Out Puzzle: which game fits you?

    Compare OutBrick and Grand Games’ Block Out using official listings: mechanics, offline play, accessibility and costs, with an honest fit guide.

    OutBrick Editorial Desk · 7 min read

  9. Playing across devices: what research says about continuity

    Phone on the train, tablet on the sofa, TV at night: what studies of multi-device life say about continuity, and how OutBrick syncs across five platforms.

    Mourad Hamdi · 6 min read

  10. Achievements and collections: why completing a set feels good

    Why the last badge, sticker or level pulls so hard, what the Zeigarnik effect really shows, and how to enjoy collecting in games without being driven by it.

    OutBrick Editorial Desk · 6 min read

  11. Does gamification work? What the meta-analyses actually say

    Points, badges and leaderboards were meant to make everything engaging. Here is what reviews of hundreds of studies found, and where the evidence runs thin.

    OutBrick Editorial Desk · 6 min read

  12. 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.

    OutBrick Editorial Desk · 6 min read

  13. 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.

    OutBrick Editorial Desk · 5 min read

  14. 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.

    Mourad Hamdi · 5 min read

  15. 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.

    OutBrick Editorial Desk · 6 min read

  16. 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.

    Mourad Hamdi · 6 min read

  17. 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.

    OutBrick Editorial Desk · 6 min read

  18. Designing games for older eyes and hands: readable and forgiving

    How vision, touch and reaction time change with age, what that means for contrast, targets and pace, and design principles for games that stay friendly at 80.

    Mourad Hamdi · 5 min read

  19. Dyslexia-friendly game text: fonts, spacing and plain words

    Do dyslexia fonts work? What eye-tracking and reading studies say about typefaces, size, letter spacing and wording, and how to make game text easier to read.

    Mourad Hamdi · 5 min read

  20. Choosing calm mobile games for kids: a parent’s guide

    Most apps young children play use manipulative design. A research-based checklist for spotting pressure, adverts and lures, and choosing calmer games.

    OutBrick Editorial Desk · 5 min read

  21. Motion sickness from games: why Reduce Motion matters

    Why screen motion makes some players dizzy or queasy, who is most susceptible, and how the Reduce Motion setting and careful animation make games comfortable.

    OutBrick Editorial Desk · 5 min read

  22. Why undo makes you a better puzzle solver, not a lazier one

    Mistakes you can take back are some of the best teachers a puzzle has. What research on errors and planning says about using undo well, and when to hold back.

    OutBrick Editorial Desk · 6 min read

  23. Apple Vision Pro puzzle games: designing for space

    Comfort, gaze and pinch, windows versus immersion, seated play and legible pieces: what makes a puzzle game work well on Apple Vision Pro.

    OutBrick Editorial Desk · 7 min read

  24. Apple Watch puzzle games: what works on a tiny screen

    Glanceable boards, fingertip-sized pieces, the Digital Crown, haptics and standalone play: what makes a puzzle game work on Apple Watch.

    Mourad Hamdi · 7 min read

  25. Relaxing puzzle games: what actually makes one calm

    Soft colours are not enough. Move limits versus clocks, fair lives, and games that never interrupt you: how to tell if a puzzle game will stay calm.

    OutBrick Editorial Desk · 7 min read

  26. When a game teaches curiosity without a lecture

    How interactive systems can invite experimentation, and what MIT’s maker-learning work suggests about putting agency before explanation.

    Mourad Hamdi · 8 min read

  27. Stardew Valley and the craft of gentle progress

    A success story about patient craft, visible progress, and why a game can feel generous without becoming frictionless.

    OutBrick Editorial Desk · 8 min read

  28. Designing a game for the life players actually have

    Why “gaming life fit” is a better design question than chasing a bigger hours-played number.

    Mourad Hamdi · 7 min read

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