1. | What Makes A Good Colossal Boss? | 52,848 | | The Legend of Zelda: Breath of the Wild
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2. | What Makes A Good Secret Boss? | 33,650 | | Cuphead
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3. | What Makes A Great First Boss? | 30,799 | Show | The Legend of Zelda: Skyward Sword
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4. | Good Design, Bad Design - The Best & Worst of Graphic Design in Games ~ Design Doc | 26,960 | | Super Smash Bros. for Wii U
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5. | How Do You Improve Turn Based Combat? | 26,426 | | Persona 5
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6. | What Makes A Great Impossible Boss? | 29,896 | | Resident Evil 2
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7. | What Makes A Great Double Boss Fight? | 24,014 | | Hollow Knight
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8. | What's the Point of Critical Hits? | 22,234 | | Persona 5
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9. | Good Design, Bad Design Vol. 2 - Great & Terrible Video Game Graphic Design Examples ~ Design Doc | 20,233 | | Final Fantasy VI
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10. | Mario Kart Tracks: How Have They Evolved? | 19,769 | | Mario Kart 8 Deluxe
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11. | FFX VS FFXIII - Two Linear Games, Two Outcomes ~ Design Doc | 19,293 | | Final Fantasy XIII
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12. | How Do You Design a Cast of Enemies? | 18,281 | | The Legend of Zelda: Breath of the Wild
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13. | What Makes a Good New Game Plus? | 17,885 | | The Legend of Zelda
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14. | How Can You Spice Up A Healing System? | 24,298 | | Team Fortress 2
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15. | What Makes a Good Level Up System? | 17,031 | | Final Fantasy XV
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16. | What Makes A Good Difficulty Option? | 18,946 | | Resident Evil 4
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17. | What Makes A Game Replayable? | 16,123 | | Super Mario Maker 2
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18. | What's The Point of Elements in Games? | 15,119 | |
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19. | What's the Point of Status Effects? ~ Design Doc | 15,055 | | Final Fantasy X
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20. | Designing AI Allies - How Games Create Great Party Members and Companions ~ Design Doc | 13,843 | | Monster Hunter: World
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21. | Whatever Happened to Random Battles? | 13,536 | |
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22. | What Makes a Good RPG Town? | 13,347 | | Dragon Quest XI
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23. | Good Design, Bad Design Vol. 3 - Amazing and Awful Video Game Graphic Design ~ Design Doc | 13,258 | | Persona 5
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24. | What's the Deal with Fast Travel? | 13,689 | | The Legend of Zelda: Breath of the Wild
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25. | How Do You Build RPG Party Chemistry? | 13,141 | | Final Fantasy X-2
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26. | How Can I Stop Item Hoarding In Games? | 12,970 | | Paper Mario: Sticker Star
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27. | Good Design, Bad Design Vol. 7 - The Best and Worst of Graphic and UI Design in Games ~ Design Doc | 12,944 | | Monster Hunter: World
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28. | How Do You Make Fun Unlockables? | 12,646 | | Super Smash Bros. Ultimate
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29. | Collectibles - How To Make Chores Fun In Games | 12,153 | | Super Mario Sunshine
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30. | What Makes A Good Boss Rush? | 15,674 | | Cuphead
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31. | What Makes a Great Hub World? - How Mario 64, Spyro, and Hades Made Theirs ~ Design Doc | 11,724 | | Super Mario 3D All-Stars
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32. | Good Design, Bad Design X - More of the Best and Worst Graphic Design in Games | 11,517 | |
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33. | Boss Battle Design ~ Design Doc | 11,206 | | Metal Gear Solid 3: Snake Eater
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34. | What Makes a Good Cast of Game Villains? | 11,043 | | Freedom Planet 2
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35. | What's The Point of a First Level? | 10,534 | | Super Mario 64
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36. | Why Do Games Shift in Tone? | 10,538 | | Jak and Daxter: The Precursor Legacy
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37. | Side Quests - How To Make A Good Detour | 10,418 | | Yakuza 0
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38. | How Do Games Design Around No Damage? | 12,534 | Show | Pizza Tower
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39. | What Makes A Great In-Game Shop? | 13,884 | | Animal Crossing: New Horizons
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40. | Inventory UX Design - How Zelda, Resident Evil, and Doom Make Great Game Menu UX | 10,144 | | The Legend of Zelda: Ocarina of Time
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41. | Good Design, Bad Design Vol. 4 - The Best and Worst of Video Game Graphic Design ~ Design Doc | 9,673 | | Journey
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42. | How Can You Make Backtracking Fun? | 13,434 | | Hollow Knight
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43. | Good Design, Bad Design Vol. 12 - Video Game Graphic Design at its Best and Worst | 9,464 | | The Witcher
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44. | Mario Kart Items: How Have They Evolved? | 10,965 | | Mario Kart 8 Deluxe
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45. | Designing Modern Adventure Games - Ace Attorney, Danganronpa, and More ~ Design Doc | 9,135 | | Phoenix Wright: Ace Attorney
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46. | Boss Battle Design Vol. 2 - Designing Engaging Boss Fights in Games | 9,127 | | Metal Gear Solid 3: Snake Eater
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47. | What's The Point of a Day-Night Cycle in Games? | 9,235 | | Animal Crossing: New Horizons
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48. | Good Design, Bad Design Vol. 9 - The Graphic Design of Animal Crossing, Resident Evil 2, and More | 8,931 | | Animal Crossing: New Horizons
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49. | What Makes A Good Super Move? | 10,649 | | Kingdom Hearts III
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50. | How Do Save Systems Shape Games? | 8,845 | | Shovel Knight
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51. | How Do You Make Good Game Tutorials? - Good Design, Bad Design | 8,820 | Tutorial | Splatoon 3
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52. | Why Is It So Hard To Make Games On Rails? | 8,615 | | New Pokémon Snap
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53. | Final Fantasy VIII's Divisive Junction System ~ Design Doc | 8,516 | | Final Fantasy VIII
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54. | How Do Games Play With Poison? | 10,732 | | Elden Ring
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55. | Kart Racers - Designing Fun for Everyone ~ Design Doc | 8,489 | | Mario Kart 8 Deluxe
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56. | Boss Battle Design Vol. 3 - Okami, Sonic Mania, and what's wrong with Zorah Magdaros | 8,435 | | Monster Hunter: World
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57. | What Makes A Game Speedrun Friendly? | 8,359 | | Neon White
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58. | Teaching Game Mechanics Well - Guidance VS. Hand Holding ~ Design Doc | 8,334 | | Final Fantasy XIII
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59. | Good Design, Bad Design Vol. 8 - Analyzing the Graphic Design in Cuphead, Jackbox, and More | 8,332 | | Cuphead
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60. | Good Design, Bad Design Vol. 13 with JoCat - Advance Wars, Chicory, Astroneer and More ~ Design Doc | 8,295 | | Advance Wars
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61. | What Makes A Cool Winter Level? | 8,408 | | Donkey Kong Country: Tropical Freeze
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62. | Why Do Bosses Have Multiple Forms? | 9,638 | | Persona 3
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63. | Designing Narrative Choice - Add Branching Paths to Game Stories Without a AAA Budget ~ Design Doc | 7,976 | |
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64. | Top Ten Worst Levels In Games | 7,959 | | Superman
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65. | What Makes A Good Rival Boss? | 10,493 | | Resident Evil 4
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66. | Good Design, Bad Design Vol. 11 - Tetris, Hyper Light Drifter, and Great Game Animation | 7,516 | | Hyper Light Drifter
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67. | Good Design, Bad Design Vol. 15: The Best and Worst of Video Game Graphic Design | 13,356 | |
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68. | Final Fantasy IX - How to Pace a Game ~ Design Doc | 7,140 | Guide | Final Fantasy IX
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69. | What Can You Do With A Fire Level? | 7,865 | | The Legend of Zelda: Tears of the Kingdom
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70. | The Forgotten Depth of Kingdom Hearts ~ Design Doc | 6,878 | | Kingdom Hearts III
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71. | Breath of the Wild's Exploration Cycle ~ Design Doc | 6,830 | | The Legend of Zelda: Breath of the Wild
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72. | Game Design Rebrands - New Core Mechanics vs. Fan Expectations ~ Design Doc | 6,645 | | The Legend of Zelda: Breath of the Wild
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73. | What Makes A Great Sleep Mechanic? | 8,048 | |
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74. | How To Make Great Game Rivals - Pokemon and Devil May Cry ~ Design Doc | 6,624 | | DmC: Devil May Cry
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75. | The Evolution of Roguelike Design - How Rogue led to FTL, Spelunky, and So Many More ~ Design Doc | 6,594 | | Spelunky
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76. | What's Up With These Sketchy Tutorials? | 7,694 | Tutorial | Unicorn Overlord
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77. | What Makes Good Rhythm Game UX? | 6,952 | | Hi-Fi RUSH
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78. | The Zelda Pattern - How to Spice Up Bland Game Boss Design ~ Design Doc | 6,405 | | The Legend of Zelda: Breath of the Wild
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79. | What Led Supergiant To Hades? ~ Design Doc | 6,246 | | Hades
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80. | What Makes A Good Sidekick? | 7,659 | | The Legend of Zelda: Twilight Princess
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81. | Moonlighter and Recettear - Item Shop Games ~ Design Doc | 5,766 | Review | Moonlighter
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82. | Mechanics & Character Design - How Mario & Dark Souls Communicate Characters ~ Design Doc | 5,651 | | Dark Souls
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83. | What Makes For A Better Mario Boss? | 5,543 | | Super Mario Odyssey
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84. | What Makes a Game Cozy? ~ Design Doc | 5,539 | | A Short Hike
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85. | How Do You Make A Great Sequel? | 5,477 | | Psychonauts 2
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86. | The Design of Octopath Traveler ~ Design Doc | 5,337 | | Octopath Traveler
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87. | RollerCoaster Tycoon: A Timeless Design ~ Design Doc | 5,166 | | RollerCoaster Tycoon
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88. | Designing Classic Adventure Games - King's Quest, Myst, Monkey Island and More | 5,142 | | Myst
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89. | What Makes A Fun RPG Battlefield? | 6,260 | | Paper Mario: The Thousand-Year Door
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90. | Experimental Kart Racers - Sonic, Kirby, Snowboard Kids & More | 5,058 | | Team Sonic Racing
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91. | Paper Mario: Color Splash's Combat ~ Design Doc | 4,760 | | Paper Mario: Color Splash
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92. | Sonic & Gameplay Variety - How FOCUSED Gameplay Improves a Game ~ Design Doc | 4,666 | | Sonic the Hedgehog
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93. | The History of Console Cheat Devices - How the Game Genie and GameShark Took Over The 90s | 3,995 | | Super Mario 64
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94. | Directing Exploration - How Games Guide Players WITHOUT Tutorials ~ Design Doc | 3,638 | | The Legend of Zelda: Breath of the Wild
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95. | How Games Convey Pain - Exploring Life Bars and Feedback ~ Design Doc | 3,499 | | The Legend of Zelda: Breath of the Wild
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96. | Game Patents - Protecting Crazy Taxi's Arrow, Nintendo's D-Pad & More | 3,441 | | Crazy Taxi
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97. | Design Doc's Favorite Games of the Year - Fire Emblem, Ring Fit Adventure, and Yooka-Laylee | 3,393 | | Fire Emblem: Three Houses
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98. | The Decline of SSX ~ Design Doc | 3,116 | | SSX Tricky
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99. | Star Fox 64 VS Star Fox Zero - An Endless Time Loop ~ Design Doc | 3,042 | | Star Fox Zero
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100. | Nintendo Switch - The History in the System ~ Design Doc | 2,758 | | Super Smash Bros. for Wii U
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