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Celia Wagar's CritPoints

Critical Critique straight to the HP

Protected: My Issues with Matthew Matosis

March 19, 2015October 7, 2024Celia Wagar

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Welcome to Celia Wagar’s Game Design Theory blog. Please check About and Best Posts if you’re new.
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Recent Posts

  • Against Immersion: The Holodeck Must Burn December 14, 2025
  • Why Don’t We Know How to Design Games? September 18, 2025
  • Player Agency Doesn’t Make Sense September 16, 2025
  • Boosting Enemy Stats is not “Artificial Difficulty” September 15, 2025
  • Design Space: Dimensions of Game Design August 21, 2025
  • 10 Years of Critpoints May 18, 2025
  • Building Counterplay for PvP Games May 6, 2025
  • I Don’t Really Like Deus Ex February 19, 2025
  • How to Code Fighting Game Motion Inputs February 5, 2025
  • VR is Focusing on the Wrong Things December 15, 2024
  • Scrubs & Johns: A Defense Against Bad Sportsmanship November 7, 2024
  • The Secret History of Zelda July 2, 2024
  • The Big Catch: Tacklebox Review June 27, 2024
  • Building Skill Tests @ Game Design Skills June 14, 2024
  • How to be a Good Fighting Game Community Member April 2, 2024
  • Parries are the Mindkiller March 30, 2024
  • Sometimes it’s No More than Mashing March 22, 2024
  • Roger Ebert was Right About Video Games and We Have Failed Him March 20, 2024
  • Game “Loops” are an Illusion March 18, 2024
  • It’s Not the Yellow Paint, It’s What the Paint Represents March 3, 2024
  • Cost Granularity in Card Games January 18, 2024
  • Celia’s Tips for Clear Writing August 5, 2023
  • Pseudoregalia Review July 30, 2023
  • How to Pick a Fighting Game Character June 3, 2023
  • What is Charmed Chains? (My New Card Game) May 30, 2023
  • Card Game Design as Systems Architecture May 26, 2023
  • Witcher 2 Review May 18, 2023
  • Mashing: Rote Memory vs System Mastery May 16, 2023
  • Tiers are for Queers May 14, 2023
  • How do you Set the MAXIMUM LIMIT? (For Health & such) May 14, 2023
  • How Magic’s Mana System Divides its Design Space May 10, 2023
  • The Hypothetical Worst Fighting Game May 9, 2023
  • What’s the Deal with Auto Combos? May 4, 2023
  • Tabletop Game Designers Know What’s Up April 25, 2023
  • SF6 is the Intro Game the Genre Needs April 24, 2023
  • Frame Data Patterns that ALL Game Designers Should Know February 20, 2023
  • Blocking is Cool Actually February 1, 2023
  • Sekiro is not a Souls-like April 20, 2022
  • The Traveling Soulsman March 12, 2022
  • Emergent Gameplay in Fighting Games March 6, 2022
  • How Fighting Games can Retain Players May 7, 2021
  • Visualizing the Skill Curve March 19, 2021
  • Dunkey Gets Dunked On February 21, 2021
  • FPS Boss Fights Don’t Have to Suck Ft. Durandal January 27, 2021
  • Getting Over It With Bennet Foddy Review December 13, 2020
  • Mirror’s Edge Review October 31, 2020
  • Isomorphism & Asymmetry September 24, 2020
  • Kill Your Sacred Cows September 19, 2020
  • Designing AGAINST Speedrunners September 18, 2020
  • Designing for Speedrunners September 16, 2020

Top Posts & Pages

  • Don't Diss a Genre You Don't/Refuse to Understand
  • Good FPS Map Design
  • Improving Beat Em Up AI
  • How to Perform Fighting Game Motions
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  • Game "Loops" are an Illusion
  • It's Not the Yellow Paint, It's What the Paint Represents
  • What is "Souls-Like"?
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