#70: Strategic Coda: The Web Connection (06/06/2003)
Unique problems in web-based strategy games.
Unique problems in web-based strategy games.
#69: Strategic Coda: The RPG Connection (05/23/2003)
How strategy design can help RPGs.
How strategy design can help RPGs.
#68: Strategic Insights: Card Games (05/09/2003)
Different types of card games.
Different types of card games.
#67: Strategic Insights: Trading Games (04/25/2003)
Trades and auctions in strategy games.
Trades and auctions in strategy games.
#66: Designing Strategy: A Conclusion (04/11/2003)
Summarizing everything about strategy games to date.
Summarizing everything about strategy games to date.
#65: Designing Strategy: Hidden Information (03/21/2003)
Why and how to hide information in tradtional strategy games.
Why and how to hide information in tradtional strategy games.
#64: Designing Strategy: Victory & Balance (03/07/2003)
Balancing games & winning them.
Balancing games & winning them.
#63: Designing Strategy: Activity & Timing (02/28/2003)
Gameplay activities & evolutionary design.
Gameplay activities & evolutionary design.
#62: Anatomy of a Game: The Settlers of Catan (02/21/2003)
Components, gameplay, decisions, and randomness in Catan.
Components, gameplay, decisions, and randomness in Catan.
#61: Designing Strategy: The Random Factor (02/14/2003)
Types of randomness in games, and why to use them.
Types of randomness in games, and why to use them.
#60: Designing Strategy: Decision Sets (02/07/2003)
How options forming decisions sets can make or break games.
How options forming decisions sets can make or break games.
#59: Strategic Introductions: Web Games (01/31/2003)
Comparing web games to their tabletop brethren.
Comparing web games to their tabletop brethren.
#58: Designing Strategy: The Gameplay (01/24/2003)
How component interaction ultimately creates gameplay.
How component interaction ultimately creates gameplay.
#57: Designing Strategy: The Components (01/17/2003)
Environments, tokens, and markers.
Environments, tokens, and markers.
#56: Strategic Introductions: Tabletop Games (01/10/2003)
An overview of tabletop strategy games.
An overview of tabletop strategy games.
#55: Five Things I Love About You: Solving Engineering Problems (05/13/2002)
Summarizing solutions from the previous 25 articles.
Summarizing solutions from the previous 25 articles.
#54: Finite Games, Finite Characters (05/06/2002)
Creating dynamism by making things finite.
Creating dynamism by making things finite.
#53: The Dynamic Dilemma, Part Three (04/29/2002)
Dynamism through new object creation.
Dynamism through new object creation.
#52: The Dynamic Dilemma, Part Two (04/22/2002)
Dynamism through object recreation.
Dynamism through object recreation.
#51: The Dynamic Dilemma, Part One (04/15/2002)
Outlining the problem of dynamism.
Outlining the problem of dynamism.
#50: If I Ran the Zoo: An Interlude (04/01/2002)
So, how should really resolve online game problems?
So, how should really resolve online game problems?
#49: Dirty Words: Balance (03/25/2002)
Looking at what all can be balanced.
Looking at what all can be balanced.
#48: The Myth of Balance (03/18/2002)
Why characters don't need to be balanced in an MCRPG.
Why characters don't need to be balanced in an MCRPG.
#47: The Digital Ceiling (03/11/2002)
How to do away with the experience treadmill.
How to do away with the experience treadmill.
#46: The Balance Bother (03/04/2002)
An overview of balance, nerfing, and the different needs of different games.
An overview of balance, nerfing, and the different needs of different games.
#45: Dirty Words: PK, Part Two (02/25/2002)
Grief players and PKing.
Grief players and PKing.
#44: That Darned PvP Stuff Again (02/18/2002)
Discussing the myths of PVP.
Discussing the myths of PVP.
#43: Dirty Words: PK, Part One (02/11/2002)
Defining PK, and looking at solutions to date.
Defining PK, and looking at solutions to date.
#42: Measuring Hate (02/04/2002)
The questions of competition and player villainry.
The questions of competition and player villainry.
#41: The Competition Conundrum (01/28/2002)
An overview of competition, from PKing to leveling.
An overview of competition, from PKing to leveling.
#40: Consistent Lines (01/21/2002)
The power of consistency and different realities.
The power of consistency and different realities.
#39: Dirty Words: Keepin' It Real (01/14/2002)
Definitions of realism and when to use them.
Definitions of realism and when to use them.
#38: The Realism Rathole (01/07/2002)
How realistic should a game be?
How realistic should a game be?
#37: The Case for Art (12/24/2001)
Another rebuttal for art.
Another rebuttal for art.
#36: What's Entertainment? (12/17/2001)
Defining art and entertainment.
Defining art and entertainment.
#35: Just Give Me a Game, Please (12/10/2001)
How ideas about art may overshadow the fun of a game.
How ideas about art may overshadow the fun of a game.
#34: The Psychology of Rewards (or: The Fun Factor, Part Two) (12/03/2001)
What rewards can you offer players and how should you do so?
What rewards can you offer players and how should you do so?
#33: The Fun Factor (11/26/2001)
Why are some games fun and others boring?
Why are some games fun and others boring?
#32: Five Things I Hate About You: Engineering Problems (11/19/2001)
Outlining the five biggest issues in engineering MCRPGs.
Outlining the five biggest issues in engineering MCRPGs.
#31: Engineering MCRPGs: An Introduction (11/12/2001)
What does engineering mean, anyway?
What does engineering mean, anyway?
#30: Revising Stories, Deriding Plots: Closing Notes (10/29/2001)
How do you revise and why are plots bad?
How do you revise and why are plots bad?
#29: Changing Stories, Changing Plots (10/22/2001)
How do you support an episodic medium? You change things.
How do you support an episodic medium? You change things.
#28: Many Players, Many Plots (10/15/2001)
How do you support multiple users with multiple gamemasters?
How do you support multiple users with multiple gamemasters?
#27: Episodic Plots, Part Three: MCRPGs (10/01/2001)
Missing mediums and a summary of lessons learned.
Missing mediums and a summary of lessons learned.
#26: Episodic Plots, Part Three: RPGs (09/24/2001)
Campaign settings and evolving worlds.
Campaign settings and evolving worlds.
#25: Episodic Plots, Part Two: Comic Books (09/17/2001)
Expanding on character and plots arcs in the comic book medium.
Expanding on character and plots arcs in the comic book medium.
#24: Episodic Plots, Part One: Television (09/10/2001)
Looking at how television shows use character and plot arcs.
Looking at how television shows use character and plot arcs.
#23: Movies: A Structure for Plot, Part Three (08/27/2001)
How movie plot structure should be adapted for online games.
How movie plot structure should be adapted for online games.
#22: Movies: A Structure for Plot, Part Two (08/20/2001)
Using a movie plot structure for an online game.
Using a movie plot structure for an online game.
#21: Movies: A Structure for Plot, Part One (08/13/2001)
A description of the movie plot structure.
A description of the movie plot structure.
#20: From Design to Development: An Epilogue (08/06/2001)
A hyperlinked summary of discussions of design, from #1 to #19.
A hyperlinked summary of discussions of design, from #1 to #19.
#19: Mass Hysteria (07/30/2001)
Choosing your market carefully.
Choosing your market carefully.
#18: The Game Is What the Game Is (07/23/2001)
Designing game systems to encourage game play.
Designing game systems to encourage game play.
#17: The Thing in Itself, Part Two (06/18/2001)
Comparing MCRPGs and single-person text adventures.
Comparing MCRPGs and single-person text adventures.
#16: The Thing in Itself, Part One (06/01/2001)
Comparing MCRPGs and tabletop RPGs.
Comparing MCRPGs and tabletop RPGs.
#15: The State of the Art (06/04/2001)
Realities for roleplaying via computer in the present.
Realities for roleplaying via computer in the present.
#14: Thirty-One Flavors? (05/28/2001)
Models for roleplaying via computer in the past and future.
Models for roleplaying via computer in the past and future.
#13: Cliché Patterns (05/21/2001)
Describing clichés, and how you should avoid them in design.
Describing clichés, and how you should avoid them in design.
#12: Development (05/14/2001)
Tracking an idea, through design, into development.
Tracking an idea, through design, into development.
#11: Ideas (05/07/2001)
Discussing where ideas come from.
Discussing where ideas come from.
#10: DEaD Again: A Statement of Purpose (04/30/2001)
An overview of the column to come.
An overview of the column to come.
#9: Storytelling in RPGs, Part Two (04/23/2001)
Applying the rules of plot and backstory to roleplaying games.
Applying the rules of plot and backstory to roleplaying games.
#8: Storytelling in RPGs, Part One (04/16/2001)
Applying the rules of setting and characters to roleplaying games.
Applying the rules of setting and characters to roleplaying games.
#7: Imagining Backstory (04/09/2001)
Setting up backstory in your fiction.
Setting up backstory in your fiction.
#6: Plot Strategies (04/02/2001)
Laying out different ways to structure plots in fiction.
Laying out different ways to structure plots in fiction.
#5: Writing Dynamic Settings (03/26/2001)
Causing settings to come alive in fiction.
Causing settings to come alive in fiction.
#4: Creating Vivid Characters (03/20/2001)
Making characters in fiction truly three-dimensional.
Making characters in fiction truly three-dimensional.
#3: The Elements of Good Storytelling (03/12/2001)
What elements are crucial to any type of story?
What elements are crucial to any type of story?
#2: Coca-Cola or Pepsi? (03/05/2001)
What are the benefits of MCRPGs vs. TRPGs?
What are the benefits of MCRPGs vs. TRPGs?
#1: Twenty-First Century Roleplaying: An Introduction (02/06/2001)
Who am I? What is that column? What are MCRPGs and TRPGs?
Who am I? What is that column? What are MCRPGs and TRPGs?

