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ThursDev: Everybody hates DRM - A history of DRM, and why it isn’t going away

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8What Is Digital Rights Management for PC Games?

Ultimate PC Gaming Guide

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18ThursDev: Metrics-Aware Game Design - Part 4 - Conversion, & monetization as a performance metric

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1ThursDev: Take ownership of your work - Be a collaborator, & get rid of the "set & forget" mentality

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2ThursDev: Video Game Engines - What they are, why to use them, and finding the right Engine for you

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3ThursDev: Terror through scarcity - Putting the fear of death back into players by not killing them

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4ThursDev: Game Balance Part 1 - What is game balance & why is it important?

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5ThursDev: Early Access & Soft Launch - Releasing games half-finished to improve the finished product

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6ThursDev: Make Your Game Part 10 - Pricing, selling, and being a game business

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7ThursDev: Life after Death - Creating consequences to make death matter in your game

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9ThursDev: Metrics-aware Game Design - Part 1 - What is metrics-aware design, and why practice it?

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10ThursDev: Accruing Technical Debt - Picking your battles, and paying the program piper

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11ThursDev: Making Level 0 NPCs: Remote Let's Playing for fun and (very little) profit

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12ThursDev: Metrics-Aware Game Design Part 6 - Conversion, and monetizaton that's right for your game

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13ThursDev: Metrics-aware Game Design - Part 2 - Player Retention: How do we measure it and why?

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14ThursDev: First Time User Experience - FTUE & Player retention through your crucial first minutes

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15ThursDev: Metrics-Aware Game Design Part 5 - Designing to increase retention and session length

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16ThursDev: Make Your Game Part 7 - Marketing - Let's be realistic about our game's sales prospects

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17ThursDev: Acceptable Bugginess - Final Fantasy: How a broken game still became a classic

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19ThursDev: Mechanics of Fragility - Invoking player-character mortality with Stress, damage, & pain

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20ThursDev: Atari and the Apocalypse - the story of the great video game console crash of '83

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