Category: Game Design

Pity Timers and Other Ways to Tame Rng

I spent three months of my life building a procedural loot system for my first solo project, convinced that complexity was the same thing as depth. I thought if I just layered enough weighted tables and rare proc chances on top of each other, I’d have a masterpiece. Instead, I ended up with a system…

By Tobias Lindqvist April 10, 2026 Off

Random Is Fair. It Does Not Feel Fair.

I remember sitting in a dimly lit Discord call at 3:00 AM, listening to a raid leader scream at a teammate because they’d gone forty runs without seeing a single legendary drop. The math said they were “statistically due,” but the player felt like the game was personally out to get them. That’s the trap…

By Tobias Lindqvist April 2, 2026 Off

When One Build Eats the Whole Game

Most design textbooks will tell you that avoiding a broken meta requires complex mathematical modeling or a team of PhDs running Monte Carlo simulations on your combat data. That is total nonsense. In reality, when people ask me how to avoid dominant strategies, they aren’t actually asking for a math lesson; they’re asking why their…

By Tobias Lindqvist March 26, 2026 Off

Choices That Matter Have to Cost Something

I spent three months of my life building a branching dialogue system for my current project, convinced that if I just added enough “if/then” statements, I’d finally understand how player agency is created. I thought agency was a math problem—a complex web of variables that would make players feel like gods. But after watching my…

By Tobias Lindqvist March 13, 2026 Off

Onboarding Is About Confidence, Not Instruction

I spent three years moderating a guild forum where I watched dozens of “hardcore” players quit within forty minutes of a new expansion dropping. They weren’t quitting because the mechanics were broken; they were quitting because they felt like they were being lectured by a textbook rather than invited into a world. Most developers treat…

By Tobias Lindqvist March 10, 2026 Off

Teaching Through Play Instead of Text

I spent three months building a bespoke, cinematic opening for my first solo project, convinced that a high-budget, scripted sequence was the answer to how to design a tutorial that actually sticks. I thought I was being “professional,” but all I was really doing was building a wall between the player and the fun. I…

By Tobias Lindqvist February 28, 2026 Off