1. | How Dark Souls Confronts Depression |Dark Souls Critical Analysis|(Lore summary,Philosophy,Symbolism | 157 | | Dark Souls
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2. | The Design Philosophy of Hidetaka Miyazaki | Creating Demon's Souls, Dark Souls and Bloodborne | 138 | | Bloodborne
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3. | Why Video Games are Art | The Beauty of Play, and How 'Fun' is not the Opposite of Art | 118 | | The Elder Scrolls V: Skyrim
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4. | The Design Philosophy of Famous Game Designers | Sid Meier, Will Wright, Miyamoto and Kojima | 89 | | Dark Souls
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5. | The Best Game Design Ideas from GDC | A Summary and Analysis of GDC talks you Shouldn't miss | 76 | |
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6. | How Game Designers Create Meaningful Mechanics | Conveying Themes, Emotions and Ideas In Video Games | 75 | | Shadow of the Colossus
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7. | The Art and Science of Game Feel | How Game Designers Juice Games with Mechanics,Pacing and Effects | 52 | |
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8. | The Art of Video Game Criticism | 48 | | The Medium
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9. | The Philosophy of Pac-Man | A.I, Semiotics, Hidden Meanings, and the Symbolic Language of Games | 48 | | Pac-Man
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10. | How Game Designers Create Morality Systems | 47 | | Spec Ops: The Line
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11. | The History of Creativity in Game Design | The Evolution of Genres, and Innovation in Video Games | 46 | | The Elder Scrolls V: Skyrim
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12. | The Art of Puzzle Design | How Game Designers Explore Ideas and Themes with Puzzles and Problems | 44 | | The Witness
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13. | How Game Designers Create Systemic Games | Emergence, Dynamic Narrative and Systems in Game Design | 41 | | Emergence
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14. | The Rise and Fall of Kratos| God of War Critical Analysis (Story Summary /Philosophy) | 41 | | God of War
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15. | The History and Future of Walking Simulators | How they have Influenced Game Design and Storytelling | 41 | | The Stanley Parable
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16. | The Design Philosophy of Hideo Kojima | The History of Metal Gear Solid | 38 | | Metal Gear Solid
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17. | The Brilliant Storytelling of The Last of Us Winter Chapter ( Story Summary / Critical analysis) | 37 | | The Last of Us
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18. | The Main Conflicts of Modern Game Design | Ludonarrative Dissonance, Interactivity and Jonathan Blow | 37 | |
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19. | Jonathan Blow and David Foster Wallace | The Interesting Similarities between Literature and Games | 36 | |
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20. | A Theory of Beauty for Games | 34 | | The Medium
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21. | What Video Games Can Do as an Artform | The Language of Games, and Why Video Games are Art | 34 | | Ori and the Blind Forest
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22. | Why Art Games are Important | How Avant-Garde Games have Changed Game Design | 33 | | Shenmue 3
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23. | A Theory of Fun for Game Design | Raph Koster and The Art of Designing Fun Games | 32 | |
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24. | The Pure Game Design of Fighting Games | 32 | | Virtua Fighter
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25. | The Paradox of Open World Game Design | 29 | | Metal Gear Solid V: The Phantom Pain
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26. | The Art of Game Design | Jesse Schell, Christopher Alexander and the Architecture of Video Games | 28 | | The Medium
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27. | How Game Designers Create Emotional Games | On Journey and Shadow of the Colossus | 28 | | Shadow of the Colossus
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28. | A Theory of How Reality is a Game | Gamespace | 27 | |
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29. | The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty In Game Design | 27 | | Counter-Strike: Source
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30. | The Immersive Fallacy in Game Design | The Paradoxes of Graphics ,Technology and Escapism | 26 | Vlog |
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31. | The Illusion of Freedom in Video Games | Choice, Consequence and Agency in Game Design | 26 | |
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32. | Dynamic Music in Video Games | How Game Designers Create Interactive Music with Play and Sound | 24 | | Rez
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33. | The Design Philosophy of Fumito Ueda | Ico , Shadow of the Colossus and Design by Subtraction | 23 | | Ico
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34. | Far Cry 2 and the Search for Gaming's Heart of Darkness | 23 | | Heart of Darkness
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35. | The 5 Kinds of Writing About Games | A Real History of Video Game Criticism | 22 | |
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36. | How Game Designers Create Fear with Ambiguity |Little Nightmares, Inside, Limbo,Dark Souls(Analysis) | 22 | | Little Nightmares
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37. | Nonverbal Communication in Game Design | 22 | |
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38. | Spec Ops : The Line and the Anti-Aesthetics of Violence in Game Design | 22 | | Spec Ops: The Line
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39. | A Systems View of Game Design and Life | 22 | |
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40. | Ecological Game Design | Final Fantasy 7 , Flower and the Nature of Play | 21 | Vlog | Final Fantasy VII Remake
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41. | AI and Game Design | The History of Artificial Intelligence In Video Games | 21 | | Counter-Strike: Source
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42. | A Theory of Play's Revolutionary Power | Playfulness | 21 | |
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43. | The Paradox of Authenticity in Video Games | Deception and Lies in Art and Play | 21 | |
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44. | How Video Games Create Meaning | Procedural Rhetoric, Meaningful Mechanics and the Dynamics of Play | 20 | | The Last Guardian
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45. | How Video Games Tell Stories | The Hero's Journey, Ocarina of Time and Narratology versus Ludology | 20 | Vlog | The Legend of Zelda: Ocarina of Time
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46. | A Theory of Depth for Game Design | 20 | | Depth
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47. | Cinematic Game Design | Uncharted, Metal Gear Solid and How Cinema has Influenced Video Games | 20 | | Metal Gear Solid
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48. | Alone Together | How Video Games Confront Loneliness | 19 | | Dark Souls
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49. | How Video Games Create Empathy | Hellblade , Nier:Automata and Empathy in Game Design | 19 | | Nier: Automata
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50. | Rethinking Space in Game Design | Manifold Garden and Designing Spectacular Spaces | 19 | | Manifold Garden
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51. | Understanding Dreams | Rethinking Game Design, Creativity and the Future of Art | 17 | | Dreams
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52. | Balance in Game Design | 17 | | Elden Ring
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53. | The History of Indie Game Design | The Spirit of Independent Game Design, and What is an Indie Game? | 17 | | Minecraft
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54. | The Witness and the Philosophy of Puzzles | 16 | | The Talos Principle
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55. | How Game Designers Break Conventions| Miyamoto, Will Wright, Ueda, Sid Meier, Warren Specter, Blow | 16 | | The Legend of Zelda: Breath of the Wild
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56. | The Art of Failure in Video Games | Designing Difficulty, Tragedy and Death | 15 | | Dark Souls
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57. | Nier: Automata and the Art of Subversion in Game Design | 14 | | Nier: Automata
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58. | A Theory of 4th Wall Breaks for Video Games | Hyper Realism | 14 | | Metal Gear Solid
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59. | Metal Gear Solid 2 and Postmodern Video Games | 14 | | Metal Gear Solid 2: Sons of Liberty
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60. | How Video Game Journalism is Propaganda | Manufacturing Gamers | 13 | |
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61. | How Technology Changes Game Design | 13 | Vlog |
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62. | The Puzzle of Stealth Game Design | 13 | | Metal Gear Solid
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63. | Games with Epic Spectacle | 13 | | Final Fantasy XVI
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64. | The Paradox of Rules in Games and Life | 13 | |
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65. | Love Stories in Video Games | 12 | |
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66. | Invictus and Video Games | Why we Love Challenge, Confronting Depression and Designing Difficulty | 12 | | Invictus
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67. | Bioshock and The Philosophy of Games | 12 | | BioShock
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68. | Cybernetic Game Design | Cyberpunk, Cybertext and the Algorithms of Play | 12 | | Cyberpunk 2077
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69. | Portal and the Truth about Lies in Video Games | Why Game Designers Deceive Us | 11 | | Portal
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70. | What Makes a Game Immersive? | Engagement, Escapism and Immersion in Game Design | 11 | |
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71. | Game Design as Narrative Architecture | The 5 Types of Spaces in Games | 11 | |
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72. | Ghost of Tsushima and the Poetry of Video Games | On Haikus, Cinema and Play | 10 | | Ghost of Tsushima
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73. | How Rez uses Music to Tell the Story of Humanity | A Design and Music Analysis | 10 | | Rez
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74. | The Haunting Beauty of Cities in Games | 10 | | Assassin's Creed II
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75. | The Art of JRPG Design | Genre Essence | 10 | | Chrono Trigger
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76. | The Simulation Fallacy in Game Design | 10 | | Ace Combat 3: Electrosphere
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77. | Fairy Tales in Video Games | The Unfinished Swan and the Story of Play | 9 | |
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78. | How Controllers Impact Game Design | 9 | | Alien: Resurrection
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79. | The Art of Horror Game Design | Silent Hill 2 and the Anatomy of Fear | 8 | | Silent Hill 2
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80. | How Game Designers Tell Stories with Interior Design | Gone Home, Heavy Rain and Designing Home | 8 | | Life Is Strange
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81. | Uncertainty in Games | Randomness, Information and Luck in Game Design | 8 | Guide |
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82. | Call of Duty 4 and the Art of Modern Warfare | 7 | | Call of Duty 4: Modern Warfare
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83. | How Game Designers Enable Player Freedom | 5 | | The Legend of Zelda: Tears of the Kingdom
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84. | How Game Design Turns War into Entertainment | The Military Industrial Complex of Games | 0 | |
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85. | The Curious Design of Knowledge Based Games | MetroidBrainias | 0 | |
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