Category: Game Design

Players Report Symptoms, Not Causes

Most developers think that learning how to read player feedback means buying a massive sentiment analysis tool or staring at heatmaps until their eyes bleed. They treat player complaints like data points to be smoothed out in a spreadsheet, but that’s a mistake that costs more than just money—it costs your game’s soul. When a…

By Tobias Lindqvist June 25, 2026 Off

Watch Them Play and Say Nothing

Stop thinking you need a massive budget and a dedicated QA firm to figure out if your game actually works. Most people treat playtesting like a high-stakes clinical trial, thinking they need a laboratory setting and a spreadsheet for every single movement. But if you’re looking for a way to learn how to test with…

By Tobias Lindqvist June 16, 2026 Off

Charging Money Without Engineering Regret

I spent three years moderating a forum for an MMO that died because its developers forgot how to talk to their players without using a spreadsheet as a translator. They thought they were being clever, hiding “value” behind artificial scarcity and psychological triggers, but all they were doing was writing a sentence that said: we…

By Tobias Lindqvist May 22, 2026 Off

Retention Numbers and What They Hide

I spent three years moderating a guild forum where I watched “engagement” metrics lie to people every single day. The devs would point to a spike in daily logins and call it a victory, but I was looking at the chat logs; people weren’t logging in because they were having fun, they were logging in…

By Tobias Lindqvist May 8, 2026 Off

What Players Do After They Have Done Everything

I spent three years moderating a forum for a dying MMO, watching players scream about “content droughts” while the developers frantically pumped out more of the same repetitive dungeon crawls. Everyone thinks they know how to design an endgame, but most people are just building elaborate hamster wheels and calling it progression. They think they…

By Tobias Lindqvist May 4, 2026 Off

Progression Without a Treadmill

I spent three months of my life building a “dynamic scaling system” for my first solo project, convinced that complexity was the same thing as depth. I thought I was being clever, but all I actually did was create a mathematical treadmill that made every player feel like they were running through waist-deep mud. Most…

By Tobias Lindqvist April 27, 2026 Off

Designing an Economy That Does Not Inflate

I spent three years moderating a guild forum where the entire community imploded because a single patch changed the drop rate of a mid-tier crafting reagent. Everyone blamed the “math,” but they were wrong; they were actually reacting to a broken promise. Most people think learning how economies are designed in games is about mastering…

By Tobias Lindqvist April 17, 2026 Off