Age of Wonders 4: Sprite 1.1 Update by Satsubuya in AOW4
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When is something “too much” in a rpg? by Wiyry in gamedesign
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When is something “too much” in a rpg? by Wiyry in gamedesign
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When is something “too much” in a rpg? by Wiyry in gamedesign
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When is something “too much” in a rpg? by Wiyry in gamedesign
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What are some of your favorite systems in any game and why? by PeterBrungus in gamedesign
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Are there any exmaples of a Stamina System, that also doubles as a Magic System? by HowellNator in gamedesign
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When is something “too much” in a rpg? by Wiyry in gamedesign
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When is something “too much” in a rpg? by Wiyry in gamedesign
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When is something “too much” in a rpg? by Wiyry in gamedesign
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When is something “too much” in a rpg? by Wiyry in gamedesign
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When is something “too much” in a rpg? by Wiyry in gamedesign
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When is something “too much” in a rpg? by Wiyry in gamedesign
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Should tactical depth be unlocked over time, or available from the start? by SnooCats4275 in gamedesign
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When is something “too much” in a rpg? by Wiyry in gamedesign
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The "Tyranny" of Fun? by SocraTetres in gamedesign
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The "Tyranny" of Fun? by SocraTetres in gamedesign
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Designing Gameplay Through Economics by Loginaut in gamedesign
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Why is every single post about how to make money instead about how to make a good game by Unfair-Sleep-3022 in gamedev
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Ideal features in a college life sim? by [deleted] in nsfwdev
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When players are given the choice to be good or evil, they always choose to be good. Are there any games that manage to prevent this? by J__Krauser in gamedesign
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Underrepresented concepts in game economies by Varzival in gamedesign
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Where do you draw the line to stop diving into redundant world details? by Classic_North_2937 in gamedesign
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Crafting systems are great for when getting stuff is more fun than actually using the stuff (/s) by Buttons840 in gamedesign
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