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DESIGNER NOTES

Soren Johnson's Game Design Journal

DESIGNER NOTES

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Writings

  • The Civ4 Afterword
  • One Civ, Many Worlds
  • AI Game Programming Wisdom 2

Design of the Times

  • #1: Seven Deadly Sins for Strategy Games
  • #2: 2D vs. 3D
  • #3: Game Economics
  • #4: Designing for Free (on free-to-play)
  • #5: Sid’s Rules
  • #6: Asynchronicity
  • #7: Our Cheatin’ Hearts (on fairness)
  • #8: Turn-Based vs. Real-Time
  • #9: Playing the Odds (on probability)
  • #10: Challenging Design (on difficulty)
  • #11: Theme is Not Meaning (Part I)
  • #12: Theme is Not Meaning (Part II)
  • #13: The Social Revolution (on social games)
  • #14: The Chick Parabola (on AI)
  • #15: Start Making Sense
  • #16: Stop Making Sense
  • #17: Water Finds a Crack (on exploits)
  • #18: The End of Games? (on microtransactions)
  • #19: Taking Feedback
  • #20: The Coming Storm (on the cloud)
  • #21: Less Than Zero (on zero-sum mechanics)
  • #22: When Digital Meets Physical
  • #23: How to Become a Game Designer
  • #24: Should Games Have Stories?
  • #25: When Choice is Bad
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