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Now the Twist

Now, the Twist: Inspiration—A Preliminary Toolbox

Colin McComb’s Now, the Twist takes a long, hard look at game design. [previously] __ You know, of all the questions I’ve answered in my career, there’s one that doesn’t come up with the frequency it deserves. I mean, yes, I’ve answered it before, but I didn’t give it the answer it deserved, either. That

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Now, the Twist: How to Make a Good Turnover

Colin McComb’s Now, the Twist takes a long, hard look at game design. [previously] __ So we’ve discussed the importance of editors already and why it’s important to make their lives easy. Here’s one great way to do that: make a clean turnover. It’s much easier to say this than to do this. It’s extra

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Now, the Twist: … and Tear Us Apart

Welcome to Colin McComb’s Now, the Twist. A dangerous journey, forcing him to take a long, hard look at game design. Join him, won’t you… in his ongoing struggle to pass Go. [previously] __ Last column, I wrote about the essential similarities of games across the spectrum, positing that—at a fundamental level—they share qualities that are

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Now, the Twist: The Ties that Bind

Welcome to Colin McComb’s Now, the Twist. A dangerous journey, forcing him to take a long, hard look at game design. Join him, won’t you… in his ongoing struggle to pass Go. [previously] __ When I talk about games, at least when I’m speaking professionally or professorially, I like to point out the essential similarities among

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Now, the Twist: Credit Where Due—Editors

Welcome to Colin McComb’s Now, the Twist. A dangerous journey, forcing him to take a long, hard look at game design. Join him, won’t you… in his ongoing struggle to pass Go. [previously] ___ A couple of columns ago, I mentioned that editors fill a crucial role in the business. They really are the unsung heroes

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