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Blank page anxiety can be a problem for all creatives!
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RPGs are driven by story and setting.
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You’re an aspiring game developer.
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Final Fantasy 1 is one of the earliest games to use dialog boxes for conversation.
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Making an RPG is a big undertaking.
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Zelda does lock and key puzzles very well and it’s worth taking a little time to see exactly how it achieves this.
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Recently I read a tweet that made me think about how games have a kind of dual nature.
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Cultural discourse is always in a state of flux, established viewpoints try to discredit upstarts.
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A lot of our knowledge and beliefs are adopted uncritically and unconsciously as we grow up.
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When making your RPG, a consistent, fleshed out game-world improves the player experience and makes development easier.
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Everyone loves adventures; magic crystals, orcs, world saving, the return of ancient magics, being the chosen one and so on, but isn’t there more out there?
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Recently I’ve been playing Shadowrun Returns, a solid PC RPG with a cyberpunk setting.
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I’ve previously written about stats in RPGs but I avoided talking about one of the most important RPG stats; the level!
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I’m writing have written a book called How To Make an RPG.
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The Lock and Key Design Pattern takes it’s name from literal lock and key puzzles in many computer games.