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Chungumung Thoughts
Modal Play in d20 Tabletop RPGs
Many games, both digital and physical, contain multiple "modes" of play. In some games, these modes are distinct from one another, such...
Nov 17, 20225 min read
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Designing a Fighting Game Part 4: Melee DPS
Here, I will be covering the melee DPS jobs in Final Fantasy XIV to fighting game characters in the same manner that I covered converting...
Oct 27, 202221 min read
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Game Balance Through Homogeneity
While many game makers want their games to be balanced to an extent, what balance means varies from designer to designer. In a "Three...
Sep 28, 20226 min read
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Designing a Fighting Game Part 3: Tank Overviews
Working from the roster philosophy, I will be briefly covering how I plan to adapt each Tank job from Final Fantasy XIV into a fighting...
Sep 28, 202213 min read
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Ludonarrative Dissonance and Its Forms
Ludonarrative Dissonance occurs when gameplay and narrative are in active conflict with each other. In some cases, its immediately...
Sep 20, 20225 min read
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Designing a Fighting Game Part 2: Establishing the Roster
Last time, I covered the system mechanics and basic premise of a fighting game directly inspired by Final Fantasy XIV, and now I am going...
Sep 15, 20224 min read
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Parasitic Mechanics in Games
Rather than only continuing with the "Designing a Fighting Game" article series until it is finished, I have opted to alternate between...
Sep 10, 20224 min read
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Designing a Fighting Game Part 1: Inspiration, Controls, and System Mechanics
As I haven't felt confident enough to do a proper followup to my previous article on dialogue mechanics in games, I have instead opted to...
Sep 8, 20226 min read
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Narrative Mechanics in Games: Flowchart Dialogue
Nearly any game with a focus on narrative will have different ways for players to interact with in-game characters through dialogue....
Aug 1, 20224 min read
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Measuring Health in Games
Since the modern era of gaming first began to emerge in the mid-20th century with the creation of simulation wargames, there's been a...
Jul 20, 20225 min read
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The Genius of Dragon's Dogma Enemy Design
Dragon's Dogma was a 2012 fantasy Action RPG directed by the DMC3 director and Capcom veteran Hideaki Itsuno. While it failed to meet...
Jul 3, 20228 min read
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How Different Map Layouts Affect TTRPGs
For this topic, I feel as if I am lacking the language to truly describe what I mean by "Map Layout" in a brief manner. For the purposes...
Jun 30, 20224 min read
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CRPGs as Adaptations of Existing TTRPGs
Computer RPGs, better known as CRPGs, were once a cornerstone of the PC Gaming sphere with classics such as Baldur's Gate and Fallout....
Jun 19, 20223 min read
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Why OSR Needs to Evolve
Old School Renaissance, also known as OSR, is a subgenre of tabletop roleplaying game that seeks to emulate classic roleplaying games,...
May 24, 20223 min read
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Downtime vs Uptime Decision-Making
Most games give the opportunity for players to adjust their own gameplay experience in moments of downtime between high-action gameplay....
May 12, 20226 min read
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What Makes a Good Character?
Fighting Games, MOBAs, and Hero Shooters are three genres strongly defined by a roster of characters of both diverse appearances as well...
May 4, 20226 min read
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How Monetization Affects Design
Anyone who has experience with free-to-play games notices how different they often are compared to buy-to-play games, often with how much...
Apr 25, 20228 min read
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Diagetic Controls and How They're Implemented
While I touched lightly on the topic of diagetic controls in my previous article, I'd like to take the time to get into more detail on...
Apr 9, 20228 min read
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Why Do Motion Inputs Still Exist?
A mainstay of the fighting game genre, the motion input is a term used to describe how various unique attacks are performed by inputting...
Apr 4, 202215 min read
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How Input and Output Randomness Affect Design
Many games have elements of randomness in order to create variance between play sessions, but different games handle their random...
Mar 30, 20228 min read
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