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Attribute Design

After the previous two videos where I talked about the specific effects of attributes in Fallout and Arcanum, in this video I talk about attribute design in general, including where my current thoughts lie on how they should be used in games.

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Non-Linear Game Design
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Non-Linear Game Design

Would I Work On Fallout Again?
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Would I Work On Fallout Again?

Arcanum's Original Attribute System
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Arcanum's Original Attribute System

How To Make A Good Game Setting
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How To Make A Good Game Setting

Game Design tips in the Tabletop Space
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Game Design tips in the Tabletop Space

Design Pillars
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Design Pillars

Something is jamming GPS over Europe. Here's what we found
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Something is jamming GPS over Europe. Here's what we found

Player Agency
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Player Agency

Making Good Factions
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Making Good Factions

Fun vs. Realism
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Fun vs. Realism

6 TTRPG Rules You Should Steal - Running RPGs
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6 TTRPG Rules You Should Steal - Running RPGs

Fallout Criticals
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Fallout Criticals

How To Give Experience Points
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How To Give Experience Points

Why Does D&D use these 6 Ability Scores?
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Why Does D&D use these 6 Ability Scores?

What Makes a Good Level Up System?
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What Makes a Good Level Up System?

How do RPG Stats work in an IRL Sword Fight?
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How do RPG Stats work in an IRL Sword Fight?

The Four Steps For Fixing Design Problems
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The Four Steps For Fixing Design Problems

The Mattress Industry Is Built On Lies
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The Mattress Industry Is Built On Lies

Emergent Gameplay
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Emergent Gameplay

'Pillars of Eternity' and Proper Attribute Tuning
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'Pillars of Eternity' and Proper Attribute Tuning

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