Adam Dray presents an interesting examination of his thought processes as he designs his Towerlands project. The resulting post is an excellent example of applied theory, and is worth checking out both for the ideas it contains and what it reveals about how people try to accomplish design goals in game development.
Overstuffed Dicebag continued the essays on game design by discussing just what "decisions that matters" actually means, at least on a personal level.
Tuesday, June 26, 2007
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