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If you're involved in the startup community or even just follow Hacker News, there's a pretty good chance that you've heard about "lean startups" or the "lean startup method." In his bestselling book, The Lean Startup, Eric Ries outlines a framework for small, innovative teams to more efficiently find product/market fit for new products. At its core is a focus on evaluating product design decisions based on user data gathered from scientific experiments. Eric argues ...

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In this series of blog posts, we'll discuss problems in modern MMOs which are related to their difficulty. With these posts, I'd like us to discuss, how we can address these problems. Today we'll talk about player types and different play-styles.

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[In this extensive design article, Chris McEntee, NHTV& nbsp;Game Architecture and Design student --& nbsp;who worked on Rayman Origins as a designer at Ubisoft Montpelier -- examines the company's core design philosophy and explores the techniques used to create the lauded platformer.] "Form follows function" - Louis Sullivan "Less is more" - Ludwig Mies van der Rohe "Easy to learn and difficult to master" - Nolan Bushnell In my time with Ubisoft Montpellier, I have ...

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Social games have been improving, but the social mechanics behind these systems have not evolved. In this post, I lay down the foundation of what true social gameplay is, and why you would want to create a true social experience within your product.

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Games are interactive by their very nature, that's practically their definition. Until they end that is

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Revisiting Slow video games. A bunch of high quality ones are hitting the app stores, right now. The article discusses their significance and presents one approach to developing them.

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Immersion can be a game's biggest selling point, but how to effectively go about building it? In this article, I explore how focusing on the big picture can be far more successful than sweating the details.

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A video game design student was told to describe mechanics for a game, and his instructor told him he’d written rules instead. The rules for a tabletop game detail the mechanics of the game, so what is the difference between rules and mechanics?

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