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The Heart of Game Systems

The Heart of Game Systems

Posted by By philipp zupke June 21, 2015Posted inGame Design Stuff2 Comments
In my previous post:  “The Game Design Rabbit Hole” I have conducted my struggles with game design and it being not as a solid craft as I wish it was.…
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Rabbit Hole: Game Design

Rabbit Hole: Game Design

Posted by By philipp zupke May 25, 2015Posted inGame Design Stuff3 Comments
The process of designing “fun” has always been and is still is an undefined matter for me. All the books, all the articles, all the thoughts expressed on how we…
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The Mechanics of “Halfway”

The Mechanics of “Halfway”

Posted by By philipp zupke April 26, 2015Posted inGame Design Stuff1 Comment
Goal The purpose of this blog is to document game systems and insights into the balancing of games as I encounter them in games. I hope that writing about these things…
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Lives, Timers and Production Queues: Session Pacing in Mobile Free to Play Games

Lives, Timers and Production Queues: Session Pacing in Mobile Free to Play Games

Posted by By philipp zupke April 3, 2015Posted inGame Design Stuff1 Comment
Session Pacing In my previous post about the progression mechanics in Sim City BuildIt I argued that shaping the players sessions is an important aspect of the games core mechanic,…
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Progression Control in Sim City BuildIt

Progression Control in Sim City BuildIt

Posted by By philipp zupke March 29, 2015Posted inGame Design Stuff4 Comments
Introduction I took a close look at the balancing of the successful mobile free to play game “Sim City BuildIt”. I recorded many data points during my play-through in order…
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