Kyle Willey

Kyle is a future educator as well as a game design theorist and practitioner, essayist, and reviewer of various, mostly gaming related, things. He can also be found at Kyle's Game Development, which he updates at least four times a week.

Dec 102014
 
(Digital?) Storytelling: Lessons from Interactive Fiction and Tabletop Gaming

Only a year or two after I started GM’ing seriously, I got involved in Interactive Fiction (often abbreviated as “IF”) writing with a cyberpunk adventure game called Orchestra. My crummy setting naming skills and limitations of the platform I was building it on notwithstanding, it received generally positive feedback from the people who came to play it, and the things that players recounted to me [Read the article]

Feb 282014
 
Core Elements of Great Games: Engagement

Engagement is key whenever one designs an entertainment experience. As a writer, I can testify for the fact that something that is boring won’t get read. Great games are made by people that recognize this concept and apply it to its fullest. The core principle behind engagement is the idea that players should always be focusing on the current action or a future action…

Getting Women To The Table

 Posted by on February 3, 2014  Filed as: Better Gameplay?  5 Responses »
Feb 032014
 
Getting Women To The Table

One of the things I’ve often been asked as a somewhat experienced GM who’s run games with lots of players is “How do I get girls interested in my games?” It’s an interesting question, and one that can be really quite painful…

Feb 032014
 
Why "Bad" Games Are So Successful, And Why It Doesn't Matter

One thing that a lot of people who describe themselves as “hardcore” gamers lament is how the highest profile games always are the ones that are the least like what they want to see in the market. For instance, every Call of Duty release cycle, there will be a fairly large crowd posting vitriolic comments stating hat “Call of Duty is the cancer in gaming” or “not the same game again”. And every few years or so, the concept that this will come to some sort of apocalyptic climax for gaming comes up. It’s entirely false, however, for a number of reasons…

Dec 042013
 
How "Open" Licenses Harm Tabletop Gaming

Creative Commons and the Open Game License were supposed to herald a new, open, era of gaming in which we see games being released to a broader audience for enjoyment and consumption but also for creation of content. However, one often overlooked fact is that many of these licenses wrongly provide a sense of protection that is not available within certain works, and also cause [Read the article]