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Fabian Fischer
Fabian Fischer

20 Followers

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Oct 28, 2021

Tarkov: Breaking the Rules

Escape from Tarkov works much better than it should by conventional standards of “good game design”. As a matter of fact, it even deliberately weakens some of them and turns the resulting “issues” into strengths by applying a unique kind of core loop. The first-person shooter from Russian developer Battlestate…

Escape From Tarkov

9 min read

Tarkov: Breaking the Rules
Tarkov: Breaking the Rules
Escape From Tarkov

9 min read


Jun 5, 2021

Games as Conceptual Art

Loose thoughts on, perhaps, surprising parallels. “In conceptual art the idea or concept is the most important aspect of the work.” (Paragraphs on Conceptual Art — Sol LeWitt) At first sight, it seems that very few modern video games fit into the category of conceptual art that developed throughout the…

Game Design

5 min read

Games as Conceptual Art
Games as Conceptual Art
Game Design

5 min read


Dec 9, 2020

How Crimson Company maximizes gameplay depth

Crimson Company is quite different from most other card games. In fact, you could make an argument that it’s not really a “card game” at all, but rather a strategy game that happens to use cards as its core elements of gameplay. This is because the game was designed to…

Game Design

5 min read

How Crimson Company maximizes gameplay depth
How Crimson Company maximizes gameplay depth
Game Design

5 min read


Oct 28, 2020

Spelunky 2: Fuel to the fire

“In a game with randomized levels, people will keep playing just to see what comes up. But to make it more than a glorified slot machine requires putting together a collection of systems and rules that is worth understanding, behind a world that feels interconnected.” (Derek Yu in “Spelunky”…

Game Design

6 min read

Spelunky 2: Fuel to the fire
Spelunky 2: Fuel to the fire
Game Design

6 min read


Jun 29, 2020

“Video games are too long”: Symptoms of a more fundamental problem

Shawn Layden, former PlayStation executive at Sony, recently re-initiated the good old debate of video games being “too long”, using The Last of Us Part II as an example. While he was primarily concerned with the sustainability of modern AAA development, all kinds of discussions about “entertainment value per dollar”…

Game Design

4 min read

“Video games are too long”: Symptoms of a more fundamental problem
“Video games are too long”: Symptoms of a more fundamental problem
Game Design

4 min read


Jan 18, 2020

“Insta-Tournaments”: Multiplayer Solitaire?

Celebrated among players at the time, but apparently largely unnoticed by game developers, Zach Gage invented a very special game mode for Pocket-Run Pool in 2018. The so-called “Insta-Tournaments” build on the established concept of “Daily Challenges”, where all players of a single-player game are given one attempt a day…

Game Design

4 min read

“Insta-Tournaments”: Multiplayer Solitaire?
“Insta-Tournaments”: Multiplayer Solitaire?
Game Design

4 min read


Oct 14, 2019

Planning and Pre-Game Decisions

The ability to plan ahead is at the very heart of what makes games fascinating. Thomas Grip of Frictional Games calls it the “core reason” for why gameplay feels good in the first place. That’s not too surprising once you consider the alternative. A game lacking the possibility to make…

Card Games

5 min read

Planning and Pre-Game Decisions
Planning and Pre-Game Decisions
Card Games

5 min read


Jul 26, 2019

Sky and the Price of Friendship

In 2012 thatgamecompany brought Journey to the world which is rightfully still being praised to this day as one of the pioneers of games as experiential narrative. Just a couple of weeks ago Sky: Children of the Light was released for iOS as a spiritual successor. Once again players are…

Gaming

3 min read

Sky and the Price of Friendship
Sky and the Price of Friendship
Gaming

3 min read


Jul 9, 2019

When Games Idolize Busywork

Many video games feature elements of busywork. Some of them however, end up being dominated by it. Once the infamous “grind” takes over, it’s not about skill, competence or systemic reasoning anymore. Instead, the amount time sunk into a game becomes the main factor for the player’s success. Some titles…

Games

6 min read

When Games Idolize Busywork
When Games Idolize Busywork
Games

6 min read


Jun 3, 2019

Games as Experiential Narrative

A while ago, I came to the conclusion that the term “video games”, as it is used these days, ultimately contains two fundamentally different art forms. On the one hand, gameplay-driven series of mechanical challenge, that primarily use their theme and narrative context to intuitively explain their rules. And on…

Gaming

5 min read

Games as Experiential Narrative
Games as Experiential Narrative
Gaming

5 min read

Fabian Fischer

Fabian Fischer

20 Followers

Game designer chasing the elusive beauty of systems. https://twitter.com/Ludokultur

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