Ah, the tutorial level. That awkward first date of video games. You know the one—where the game clamps onto your
Continue readingWhy Most Tutorial Levels Overstay Their Welcome
I’m Takeshi Morimoto, and I’ve been gripping a controller since before I could reliably keep my breakfast down. I love
Continue readingWhy 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
Continue readingHow 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
Continue readingOn 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
Continue readingThe 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
Continue readingThe 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
Continue readingOn 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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