1. | How Game Designers Protect Players From Themselves | 8,121 | | Call of Duty: Infinite Warfare
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2. | How to Keep Players Engaged (Without Being Evil) | 5,860 | | Stardew Valley
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3. | Do We Need a Soulslike Genre? | 3,736 | Show | Call of Duty 4: Modern Warfare
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4. | What Makes Celeste's Assist Mode Special | 3,474 | | Celeste
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5. | What Capcom Didn't Tell You About Resident Evil 4 | 3,029 | | Resident Evil 4
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6. | Building Better Skill Trees | 2,998 | | Path of Exile
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7. | Roguelikes, Persistency, and Progression | 2,949 | | Call of Duty: Infinite Warfare
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8. | Should Dark Souls Have an Easy Mode? (See Pinned Comment) | 2,919 | Show | Dark Souls
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9. | How Games Get Balanced | 2,899 | | Hearthstone
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10. | What Makes Good AI? | 2,716 | | Alien: Isolation
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11. | What Makes a Good Combat System? | 2,683 | | Call of Duty: WWII
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12. | How AM2R and Samus Returns remade Metroid 2 | 2,543 | | Metroid II: Return of Samus
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13. | How Games Do Health | 2,466 | | Call of Duty: Advanced Warfare
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14. | The World Design of Dark Souls | Boss Keys | 2,373 | | Dark Souls
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15. | What Makes a Good Detective Game? | 2,119 | | Last Window: The Secret of Cape West
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16. | Following the Little Dotted Line | 2,083 | | Fallout 4
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17. | The Legend of Zelda: Breath of the Wild's dungeon design | Boss Keys | 2,079 | | The Legend of Zelda: Breath of the Wild
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18. | Does Spidey's Web-Swinging 'Make You Feel Like Spider-Man'? | 1,937 | | Marvel's Spider-Man
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19. | Deus Ex: Mankind Divided's Amazing Open World | 1,908 | | Deus Ex: Mankind Divided
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20. | Legend of Zelda: Breath of the Wild - An Open World Adventure | 1,847 | | The Legend of Zelda: Breath of the Wild
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21. | Morality in the Mechanics | 1,808 | | This War of Mine
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22. | The Magic of the First Legend of Zelda | 1,800 | | The Legend of Zelda: Tears of the Kingdom
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23. | Finding the Fun in FPS Campaigns | 1,784 | | Titanfall 2
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24. | Nintendo - Putting Play First | 1,757 | | Super Mario 64
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25. | The World Design of Metroid 1 and Zero Mission | Boss Keys | 1,723 | | Metroid: Zero Mission
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26. | The Rise of the Systemic Game | 1,696 | | The Legend of Zelda: Breath of the Wild
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27. | The Music of Breath of the Wild | GMTK Extra | 1,688 | | The Legend of Zelda: Breath of the Wild
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28. | The World Design of Super Metroid | Boss Keys | 1,685 | | Super Metroid
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29. | Playing Past Your Mistakes | 1,672 | | Metal Gear Solid V: The Phantom Pain
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30. | The World Design of Castlevania: Symphony of the Night | Boss Keys | 1,642 | | Castlevania: Symphony of the Night
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31. | Controllers Control Everything | 1,556 | Show | Alien: Resurrection
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32. | The Design of Dead Space - Part 3 | 1,548 | | Dead Space 3
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33. | The Legend of Zelda: Skyward Sword's dungeon design | Boss Keys | 1,542 | | The Legend of Zelda: Skyward Sword
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34. | Making Games Better for the Deaf and Hard of Hearing | Designing for Disability | 1,509 | | Minecraft
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35. | The World Design of Metroid Prime | Boss Keys | 1,457 | | Metroid Prime
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36. | What Mirror's Edge Catalyst Should Have Learned From Burnout Paradise | 1,409 | | Mirror's Edge Catalyst
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37. | Why We Remember Bioshock's Fort Frolic | 1,401 | | BioShock
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38. | Climbing in Games | 1,381 | | Mirror's Edge
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39. | Donkey Kong Country: Tropical Freeze - Mario's Level Design, Evolved | 1,375 | | Donkey Kong Country: Tropical Freeze
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40. | How Cuphead's Bosses (Try to) Kill You | 1,282 | | Cuphead
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41. | What Makes a Good Puzzle? | 1,259 | | Good puzzle
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42. | Improving Games for Those with Cognitive Disabilities | Designing for Disability | 1,241 | | Life Is Strange: Before the Storm
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43. | Making Hitman 2's Best Level | 1,223 | | Hitman 2
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44. | The Legend of Zelda: The Minish Cap's dungeon design | Boss Keys | 1,222 | | The Legend of Zelda: The Minish Cap
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45. | Adaptive Soundtracks in Games | 1,210 | | Super Mario 64
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46. | The Legend of Zelda: Twilight Princess' dungeon design | Boss Keys | 1,209 | | The Legend of Zelda: Twilight Princess
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47. | Half-Life 2's Invisible Tutorial | 1,207 | Tutorial | Half-Life 2
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48. | How Games Use Feedback Loops | 1,192 | | Pyre
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49. | The Comeback of the Immersive Sim | 1,182 | Show | Deus Ex: Human Revolution
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50. | How Synergies Make Slay the Spire Fun | 1,165 | | Slay The Spire
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51. | Batman Arkham Knight and the Scourge of Scale | 1,163 | | Batman: Arkham Knight
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52. | Anatomy of a Side Quest: Beyond the Beef | 1,161 | | Fallout: New Vegas
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53. | Redesigning Death | 1,158 | | Spelunky
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54. | Making Games Better for Players with Motor Disabilities | Designing for Disability | 1,155 | | Life Is Strange: Before the Storm
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55. | What Made Psychonauts Special | 1,134 | | Psychonauts
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56. | Making Games Better for Gamers with Colourblindness & Low Vision | Designing for Disability | 1,123 | | Overwatch 2
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57. | The Design of Dead Space - Part 1 | 1,061 | | Dead Space
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58. | Shovel Knight and Nailing Nostalgia | 1,060 | | Shovel Knight
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59. | Theme and Mechanics in Far Cry 2 and Far Cry 4 | 1,045 | | Far Cry 4
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60. | The GMTK Game Jam Returns in July 2023 | 1,042 | |
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61. | What We Can Learn From DOOM | 1,028 | | Doom
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62. | Point and Click Puzzle Design | 1,028 | | Broken Age
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63. | Deconstructing Ori and the Blind Forest's Best Bit | 1,001 | | Ori and the Blind Forest
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64. | What Makes a Game Feel Mysterious? | 1,000 | | The Legend of Zelda: The Wind Waker
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65. | The hardest thing about finishing a game | 1,000 | | Mind Over Magnet
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66. | Was Steam Next Fest worth it? (Developing 14) | 1,000 | | Mind Over Magnet
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67. | The Legend of Zelda / Zelda II's dungeon design | Boss Keys | 997 | | Zelda II: The Adventure of Link
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68. | The Legend of Zelda: The Wind Waker's dungeon design | Boss Keys | 994 | | The Legend of Zelda: The Wind Waker
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69. | The Design Behind Super Mario Odyssey | 985 | | Super Mario Odyssey
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70. | The Legend of Zelda: Ocarina of Time's dungeon design | Boss Keys | 941 | | The Legend of Zelda: Ocarina of Time
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71. | Are Score Systems Still Relevant? | 927 | | Assault Android Cactus
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72. | How Snake Pass Became a Platformer Without Jumping | 919 | Show | Snake Pass
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73. | 5 Amazing Levels from 2017 | 917 | | Uncharted: The Lost Legacy
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74. | The Last Guardian and the Language of Games | 890 | Show | The Last Guardian
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75. | The Legend of Zelda: A Link Between Worlds' dungeon design | Boss Keys | 856 | | The Legend of Zelda: A Link Between Worlds
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76. | The Best Games from GMTK Game Jam 2018 | 853 | |
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77. | Depth, Mastery, and Vanquish | 848 | | MadWorld
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78. | A Deep Dive into Star Fox Zero's Controls | 833 | | Star Fox Zero
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79. | The Year Stealth Games Got Serious | 824 | Show | Metal Gear Solid
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80. | How Return of the Obra Dinn Turns You Into a Detective | 809 | | Return of the Obra Dinn
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81. | Forging God of War's Leviathan Axe | 804 | | God of War
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82. | 5 Game Design Innovations from 2016 | 798 | | Call of Duty: Infinite Warfare
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83. | The Legend of Zelda: Phantom Hourglass and Spirit Tracks' dungeon design | Boss Keys | 788 | | The Legend of Zelda: Phantom Hourglass
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84. | The Best Games from GMTK Game Jam 2024 | 774 | |
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85. | The Design of Dead Space - Part 2 | 768 | | Dead Space
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86. | Breaking Down the Best World in Rayman Legends | 768 | | Rayman Legends
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87. | Analysing Mario to Master Super Mario Maker | 768 | | Super Mario Maker
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88. | The Secret of Mario's Jump (and other Versatile Verbs) | 753 | | Super Mario 3D World
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89. | Why Nathan Drake Doesn't Need a Compass | 749 | Show | Uncharted 3: Drake's Deception
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90. | The Legend of Zelda: A Link to the Past's dungeon design | Boss Keys | 744 | | The Legend of Zelda: A Link to the Past
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91. | Telling Stories with Systems | 744 | | The Wolf Among Us
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92. | Three Other Approaches to Turn Timers | GMTK Extra | 736 | | XCOM: Enemy Unknown
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93. | How Mega Man 11's Levels Do More With Less | 719 | | Mega Man 11
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94. | Hitman, and the Art of Repetition | 714 | | Hitman
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95. | How Overcooked’s Kitchens Force You to Communicate | 708 | | Metal Slug 3
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96. | Puzzle Solving... or Problem Solving? | 692 | | Minecraft
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97. | Secrets of Game Feel and Juice | 682 | | The Binding of Isaac: Rebirth
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98. | The Legend of Zelda: Majora's Mask's dungeon design | Boss Keys | 639 | | The Legend of Zelda: Majora's Mask
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99. | Downwell's Dual Purpose Design | 634 | | Downwell
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100. | How Jonathan Blow Designs a Puzzle | 607 | | The Witness
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