Gaming Culture
Save scumming, ironman, and fairness
Reloading and locked saves are house rules, not moral ranks. How to decide what fairness means for your evening.
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6 posts tagged "game design".
Reloading and locked saves are house rules, not moral ranks. How to decide what fairness means for your evening.
Difficulty labels hide different knobs: damage, time, hints, and pride. What those options change, and what they cannot.
Length is a design decision, not a measure of respect. How to tell a complete short game from a thin one.
Sharing one screen changes camera, difficulty, and who gets to be lost. What that design choice is really buying.
Small games cannot do everything. The interesting part is which fight they picked, and whether the result feels finished.
Tiny studios rarely outspend big publishers, yet they often make the games people remember. Here is how focus, constraints and personality help.