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Similares a ThursDev: Game Design Breakdown - Emulating RNG in Final Fantasy's encounter system

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ThursDev: Game Design Breakdown - Emulating RNG in Final Fantasy's encounter system

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3ThursDev: (Pen &) Paper Prototyping - How tabletop RPGs can make you a better game designer

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1ThursDev: Explore, Achieve, Expand - What modern open world games can learn from Final Fantasy

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2ThursDev: Acceptable Bugginess - Final Fantasy: How a broken game still became a classic

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4ThursDev: Metrics-Aware Game Design Part 5 - Designing to increase retention and session length

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5ThursDev: Game Balance Part 1 - What is game balance & why is it important?

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6ThursDev: Game Balance Part 3 - Chasing the Meta

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7ThursDev: Tropes in Game Design - How cliché in games is encouraged, & building a design vocabulary

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8ThursDev: Mechanics of Fragility - Invoking player-character mortality with Stress, damage, & pain

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9ThursDev: First Time User Experience - FTUE & Player retention through your crucial first minutes

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10ThursDev: Metrics-aware Game Design - Part 1 - What is metrics-aware design, and why practice it?

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11ThursDev: The anatomy of a game mechanic - The development pipeline, and production bottlenecks

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12ThursDev: Metrics-Aware game design Part 3 - Retention - Building the Play Pattern Profile

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13ThursDev: Game Balance Part 4 - Macrobalancing: Establishing the balance backbone

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14ThursDev: Early Access & Soft Launch - Releasing games half-finished to improve the finished product

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15ThursDev: Life after Death - Creating consequences to make death matter in your game

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16ThursDev: A/B tests & analytics - "Human experimentation" to find your game's design sweet spots

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17ThursDev: Make Your Game Part 2 - Preparing a practical & powerful project pitch document

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18ThursDev: Metrics-aware Game Design - Part 2 - Player Retention: How do we measure it and why?

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19ThursDev: Metrics-Aware Game Design Part 6 - Conversion, and monetizaton that's right for your game

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20ThursDev: Thinking Small - Minimizing scope & producing a perfect product

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