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These are some concrete examples to illustrate how randomness influences player experience. It is a companion post to the previous post: "Emotions and Randomness - Loot Drops"

Includes Ni No Kuni, Castlevania: SotN, WoW, Demon's Souls, Binding of Isaac

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I talk about the design aspects of making a stealth based game and how it affects the process design. I'll talk about how I view stealth based games and how I'm trying to incorporate designs from other genres into the design.

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Games and movies are both composite mediums, and as such we can learn a lot from movies. But they have a different central conceit and it important that we try to make games and not movies.

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What can the Prisoner's Dilemma tell us about designing loot mechanics?

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What can a video game designer learn from a board game? I walk through some key design decisions made in the recently released Mage Knight the Board Game as examples of how the constraints of tabletop game design help foster innovative design solutions.

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