Category Archives: Action Game Design

Game Design Profile: Perpetual Comeback (Part II)

[Editor: In this guest post from David Sirlin, he discusses the sister design to a slippery slope, the perpetual comeback, and how it works.] The opposite of slippery slope, I call perpetual comeback. That’s just a more descriptive term for negative … Continue reading

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The “Alamo Standoff” Level Design Technique

[Editor's Note: In this article, Incubator Games' Radek Koncewicz discusses a common (and effective) level design technique.] Alec Meer’s retrospective on The Thing mentioned an interesting phenomenon: the emotional cycle of the “Alamo standoff.” What Alec was referring to is … Continue reading

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Gears of War’s Active Reload: Ideas for Other Genres

[Editor: In this post by Lauren Poling, he analyzes the Active Reload feature popularized by Gears of War, an innovative new minigame design that has added a great new twist to the first person shooter genre.] Imagine: you’re playing a … Continue reading

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Kirby’s Epic Yarn Teaches Effortlessly With Storybook Tutorials

The problem of getting the player to understand what they need to do at different stages of a game is always a challenge for a game designer.  Games that peak the player’s interest need to be innovative and often conveying … Continue reading

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Keeping Players Awake With Humor and Narrative

“Wait a minute…go back.”  I was doing my best to explain Portal to one of my old college friends. “Ok, so what I did was create a portal on the floor, and then another one up on the wall.  When … Continue reading

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