Tying difficulty levels to the player’s progress is a strange choice for the most flexible Diablo game ever made The Game Design Gazette · Posted on June 15, 2023July 5, 2023
When poor mission design and flawed balancing shatter the power fantasy The Game Design Gazette · Posted on January 12, 2023July 2, 2023
How embracing playing styles makes Elden Ring more accessable than difficulty settings could ever dream of The Game Design Gazette · Posted on April 22, 2022July 2, 2023
How games struggle to connect with depressed players The Game Design Gazette · Posted on April 19, 2022July 2, 2023
Ironically its non-stop bombardment with things to shoot is what keeps players from realizing how stupid everything is The Game Design Gazette · Posted on April 13, 2022July 2, 2023
It’s lack of interest in the player’s incompetence is a sign of deep respect The Game Design Gazette · Posted on September 15, 2021July 2, 2023
How focus in design makes Wolfenstein Young Blood a better game than it should be The Game Design Gazette · Posted on September 3, 2021July 2, 2023