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Timothy Cain
The creator of Fallout tells stories about game development.
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game engines and feature creep
Timothy Cain
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13:01
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why are modern games so big?
Timothy Cain
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Dec 08
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cain on games update
Timothy Cain
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Dec 05
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institutional knowledge
Timothy Cain
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Dec 03
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temple of elemental evil design highlights
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Dec 01
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let's talk about canon
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Nov 28
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leaving some mystery
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Nov 26
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arcanum experience points
Timothy Cain
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Nov 24
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insults and backhanded compliments
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Nov 21
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non-expository arcanum lore
Timothy Cain
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Nov 19
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lessons from old games
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Nov 17
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rags to riches: a review by tom decker
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Nov 14
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arcanum magick design
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Nov 12
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rpg features nobody asked for
Timothy Cain
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Nov 10
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ad&d questions from teenage tim
Timothy Cain
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Nov 07
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temporary buffs
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Nov 05
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arcanum fate points
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Nov 03
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questions to wotc about toee
Timothy Cain
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Oct 31
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sound effects
Timothy Cain
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Oct 29
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physical vs. digital game media
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Oct 27
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lessons as an old person
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Oct 24
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fungible employees
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Oct 22
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adding a feature: then and now
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Oct 20
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game trailers
Timothy Cain
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Oct 17
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the importance of conversation
Timothy Cain
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Oct 15
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why i don’t solo dev
Timothy Cain
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Oct 13
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non-expository fallout lore
Timothy Cain
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Oct 10
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passivity
Timothy Cain
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Oct 08
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game developer stage limitations
Timothy Cain
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Oct 06
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second toy post mortem
Timothy Cain
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Oct 03
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leading for the first time
Timothy Cain
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Oct 01
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when to step out of the way
Timothy Cain
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Sep 29
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early morning workers
Timothy Cain
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Sep 26
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chats and interviews
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Sep 24
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keeping engine & game separate in arcanum
Timothy Cain
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Sep 22
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my uncredited game
Timothy Cain
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Sep 19
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using combat skills outside of combat
Timothy Cain
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Sep 17
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using non combat skills in combat
Timothy Cain
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Sep 15
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maps
Timothy Cain
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Sep 12
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prioritizing tasks
Timothy Cain
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Sep 10
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psychology in video game design
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Sep 08
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3d printing
Timothy Cain
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Sep 05
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i'm not a typical gamer
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Sep 03
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endings
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Sep 01
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game development as a family car trip
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Aug 29
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timelessness
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Aug 27
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planning for a sequel
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Aug 25
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to my fellow game developers
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Aug 22
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min player spec
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Aug 20
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respec
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Aug 18
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deleted channel content
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Aug 15
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how to talk to press
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Aug 13
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game punishments
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Aug 11
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zen and game development
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Aug 08
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game rights
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Aug 06
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why people quit
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Aug 04
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challenges facing an arcanum remaster
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Aug 01
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telegraphing consequences
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Jul 30
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single vs. multiplayer rpg designs
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Jul 28
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fallout lore exploration
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Jul 25
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anemoia
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Jul 23
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the blame problem
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Jul 21
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taking risks
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Jul 18
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fallout's memory model
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Jul 16
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fallout foot sliding: a case study in r&d
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Jul 14
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silver linings
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Jul 11
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inventory ui: grid vs. list
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Jul 09
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attributes limiting skills
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Jul 07
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"right mistake-making"
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Jul 04
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playing games as intended
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Jul 02
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tiles, walking, and projection
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Jun 30
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my game asset preservation
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Jun 27
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"digital stealing" and fairness
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Jun 25
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topic vs. branched based dialogs
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Jun 23
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neutral factions
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Jun 20
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action points, part 2
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Jun 18
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staying healthy while developing games
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Jun 16
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being happy
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Jun 13
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the premade character
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Jun 11
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industry pendulum swings
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Jun 09
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rpg myths
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Jun 06
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skill trees
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Jun 04
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unneeded realistic designs
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Jun 02
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traditional game mechanics: what i tried
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May 30
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"eating your own dog food"
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May 28
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pros and cons of long rpgs
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May 26
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challenges making a fallout remaster
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May 23
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first vs. third person
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May 21
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unpopular game opinions
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May 19
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gaming in the 1980s
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May 16
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"dead levels"
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May 14
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numerical item design
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May 12
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alternate fallout radiation design
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May 09
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recognizing good coworkers
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May 07
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game time
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May 05
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my favorite shipped designs
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May 02
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"impossible" ideas
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Apr 30
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npc reaction pros and cons
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Apr 28
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channel second anniversary!
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Apr 25
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game preservation
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Apr 23
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real-time fallout
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Apr 21
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a day in the life of moon man
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Apr 18
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action points
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Apr 16
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compromising for the medium
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Apr 14
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counterbite: bloodlines multiplayer design
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Apr 11
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player power from build vs. items
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Apr 09
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does more dev time mean a better game?
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Apr 07
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my bookshelves
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Apr 04
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sci-fi vs. high fantasy settings
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Apr 02
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hypothetical game jam
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Mar 31
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why i wanted luck in fallout
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Mar 28
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how much devs should play
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Mar 26
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game length
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Mar 24
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games and theater
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Mar 21
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arcanum lore exploration
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Mar 19
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botched quests and player freedom
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Mar 17
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the ultimate rpg
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Mar 14
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collecting feedback
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Mar 12
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character build fairness
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Mar 10
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having fun with ai
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Mar 07
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onboarding new team members
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Mar 05
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event systems
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Mar 03
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npcs triggering each other
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Feb 28
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having unique rules for players
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Feb 26
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my ideas that got rejected
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Feb 24
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arcanum backgrounds
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Feb 21
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when your game doesn’t sell
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Feb 19
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damage types
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Feb 17
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learning design from travel
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Feb 14
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status effect implementation
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Feb 12
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localized damage systems
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Feb 10
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learning from steam data
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Feb 07
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adapting ttrpgs vs. other ips
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Feb 05
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more thoughts on game marketing
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Feb 03
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dynamic quest design
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Jan 31
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showcasing your work
Timothy Cain
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Jan 29
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writing my own ttrpg
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Jan 27
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raising cain
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Jan 24
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deckbuilder rpgs
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Jan 22
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a world building tip
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Jan 20
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the million xp dungeon
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Jan 17
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code refactoring
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Jan 15
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do devs know what gamers want?
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Jan 13
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shadowdark
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Jan 10
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do gamers know what they like?
Timothy Cain
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Jan 08
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npc reactions
Timothy Cain
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Jan 06
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photos from fallout development (1994-1997)
Timothy Cain
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Jan 03
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violence as the default in aaa rpgs
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Jan 01
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changes 2024
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Dec 31 2024
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mentoring
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Dec 30 2024
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wizwar: a study in great board game design
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Dec 27 2024
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the cost of moddability
Timothy Cain
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Dec 26 2024
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a christmas poem by ron gilbert
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Dec 25 2024
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editors day talk, april 2000
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Dec 24 2024
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believable reactivity
Timothy Cain
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Dec 23 2024
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the outer worlds launch party video
Timothy Cain
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Dec 20 2024
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wildstar class summary (nov 2008)
Timothy Cain
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Dec 19 2024
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my rejected star trek tng script
Timothy Cain
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Dec 18 2024
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working in another's game ip
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Dec 17 2024
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solo vs. party
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Nov 25 2024
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toy post mortem
Timothy Cain
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Nov 22 2024
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naming things
Timothy Cain
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Nov 21 2024
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enemy ai
Timothy Cain
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Nov 20 2024
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rising game budgets
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Nov 19 2024
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fast travel
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Nov 18 2024
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my memorabilia cabinets
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Nov 15 2024
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story telling and player agency
Timothy Cain
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Nov 14 2024
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questions & answers, part 2
Timothy Cain
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Nov 13 2024
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wading in the shallows
Timothy Cain
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Nov 12 2024
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game simplification
Timothy Cain
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Nov 11 2024
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worst rpg ever
Timothy Cain
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Nov 08 2024
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adding new features after launch
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Nov 07 2024
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remote work
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Nov 06 2024
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great external ideas
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Nov 05 2024
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gurps everything
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Nov 04 2024
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perk ideas
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Nov 01 2024
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cultural changes
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Oct 31 2024
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intent
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Oct 30 2024
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communication between roles
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Oct 29 2024
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design fallbacks
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Oct 28 2024
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dice
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Oct 25 2024
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balancing friction
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Oct 24 2024
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note-taking best practices
Timothy Cain
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Oct 23 2024
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converting a movie into a game
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Oct 22 2024
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my games’ theme
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Oct 21 2024
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galactic coordinates
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Oct 18 2024
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encumbrance, part 2
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Oct 17 2024
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romantasy
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Oct 16 2024
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meta post mortem
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Oct 15 2024
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channel analytics (august 2024)
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Oct 14 2024
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my first day of college
Timothy Cain
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Oct 11 2024
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technology changes jobs
Timothy Cain
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Oct 10 2024
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awards
Timothy Cain
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Oct 09 2024
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feedback needs context
Timothy Cain
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Oct 08 2024
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learning game design from old sitcoms
Timothy Cain
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Oct 07 2024
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toy update, part 5
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Oct 04 2024
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min specs and ratings
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Oct 03 2024
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my memoirs, part 2
Timothy Cain
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Oct 02 2024
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understanding someone else’s pov
Timothy Cain
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Oct 01 2024
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sometimes i hate vo
Timothy Cain
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Sep 30 2024
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toy update, part 4
Timothy Cain
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Sep 27 2024
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localization questions
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Sep 26 2024
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pros and cons of gurps as a crpg
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Sep 25 2024
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balancing game features
Timothy Cain
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Sep 24 2024
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