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Richard Bartle's Taxonomy provides rough guidelines for understanding the types of motivations that players have. This episode was written with the help of the community on our twitch channel! Overwatch has the most wildly asymmetric levels we've seen in a multiplayer FPS.

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Overwatch has the most wildly asymmetric levels we've seen in a multiplayer FPS. The famous folks who made the games of our childhood, such as the Legend of Zelda series, were inspired by their own life ...

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We analyze the first Call of Duty mission to see how the exact same mechanics across a game's length can be utilized in unique ... A unified aesthetic that reinforces the game's visual identity can ...

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  • We analyze the first Call of Duty mission to see how the exact same mechanics across a game's length can be utilized in unique ...
  • Richard Bartle's Taxonomy provides rough guidelines for understanding the types of motivations that players have.
  • Overwatch has the most wildly asymmetric levels we've seen in a multiplayer FPS.
  • This episode was written with the help of the community on our twitch channel!
  • A unified aesthetic that reinforces the game's visual identity can ...
  • The famous folks who made the games of our childhood, such as the Legend of Zelda series, were inspired by their own life ...

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Perfect Imbalance - Why Unbalanced Design Creates Balanced Play - Extra Credits

Perfect Imbalance - Why Unbalanced Design Creates Balanced Play - Extra Credits

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Overwatch and Asymmetric Level Design - What Makes the Maps Fun? - Extra Credits

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Overwatch has the most wildly asymmetric levels we've seen in a multiplayer FPS. And yet, each level is meant to funnel players ...

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Differences in Scale vs Differences in Kind - Keeping Players Interested - Extra Credits

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Graphics vs. Aesthetics - Why High Resolution Graphics Aren't Enough - Extra Credits

High resolution graphics alone do not make a game look good. A unified aesthetic that reinforces the game's visual identity can ...

Depth vs Complexity - Why More Features Don't Make a Better Game - Extra Credits

Depth vs Complexity - Why More Features Don't Make a Better Game - Extra Credits

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The Importance of Not Playing Games - A Balanced Game Design Education - Extra Credits

The Importance of Not Playing Games - A Balanced Game Design Education - Extra Credits

The famous folks who made the games of our childhood, such as the Legend of Zelda series, were inspired by their own life ...

Balancing an MMO Ecosystem - Getting a Mix of Player Types - Extra Credits

Balancing an MMO Ecosystem - Getting a Mix of Player Types - Extra Credits

Dr. Richard Bartle's Taxonomy provides rough guidelines for understanding the types of motivations that players have.

The J.C. Penney's Effect - Designing "Fair" vs "Feels Good" Systems - Extra Credits

The J.C. Penney's Effect - Designing "Fair" vs "Feels Good" Systems - Extra Credits

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Playing Like a Designer - I: Examine Your Experiences - Extra Credits

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Optimal vs Fun - Designing for Different Playstyles - Extra Credits

Optimal vs Fun - Designing for Different Playstyles - Extra Credits

This episode was written with the help of the community on our twitch channel! Come chat with us, talk games or even help out ...