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"Developers shouldn't shoehorn RPG elements into games that don't need them." Is this right? This blog article attempts to analyze the real problem, and suggests a solution.

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Usually, making a game that crosses genres is a terrible idea, because it's a hard sell, and you risk losing both genres' audiences. This article examines how to make a game that is multiple genres, and how it can be successful.

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While my favorite game is "the game of designing games", I do occasionally try to find commercial publishers for them. But there are lots of reasons to design games, ways for designers to look at their role as game designers.

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