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Category: General

Saturday, June 13, 2026 Lester Ramos

Why I Think Most Tutorial Levels Are Way Too Long

Picture this: you crack open a brand-new game—maybe the cover art caught your eye, or the studio behind it once

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Wednesday, June 10, 2026 Lester Ramos

How Game Difficulty Curves Should Actually Work

How Game Difficulty Curves Should Actually Work By Takeshi Morimoto | quizako.com We’ve all been there. You’re tearing through a

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Tuesday, June 9, 2026 Lester Ramos

On the Problem With Rewarding Speed Over Thought in Games

On the Problem With Rewarding Speed Over Thought in Games By Takeshi Morimoto There’s a moment in a certain kind

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Sunday, June 7, 2026 Lester Ramos

The Six Slices of Knowing: What Trivial Pursuit’s Cardboard Architecture Teaches Us About Trivia Generation, Then and Now

Grab a Trivial Pursuit: Genus Edition card from 1984. Not a later expansion, not the mid-90s pop-culture refresh—the original baby-blue

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Sunday, June 7, 2026 Lester Ramos

On the Problem With Rewarding Speed Over Thought in Games

Picture this. You’re deep into a sprawling RPG, a world dense with lore and moral choices. A side quest offers

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Sunday, June 7, 2026 Lester Ramos

The Tortoise and the HUD: On the Problem With Rewarding Speed Over Thought in Games

There I was, fingers hovering over the keyboard, sweat on my brow, a digital timer counting down in the corner

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Thursday, June 4, 2026 Lester Ramos

Why Your Favorite Game Keeps Shouting “Hurry Up!” (and Why That Stinks)

Picture this: your finger hovers over the trigger, the clock ticks down with manic glee, and somewhere in the back

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Tuesday, June 2, 2026 Lester Ramos

When the Clock Killed the Ponder: Rethinking Speed Worship in Modern Games

I set the controller down last Tuesday night and felt… blank. Not the good kind of tired, where your brain

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