Yujiri's game design thoughts
Fundamentals
How to make interesting choices
Why you shouldn't have persistent consequences for failure
Balancing section length and mistake tolerance
Specifics
How to create variety in a deterministic game
Damage formulas (terepy guest article)
How to create performance variance
Why I don't like combos in rhythm games
Depth comparison of a few rhythm games
Quantitative versus qualitative design
The Dark Souls bloodstain system SUCKS
Controlling learnability in action games
Pros and cons of game modes in PvP shooters
Mechanic analysis: Portal 2's energy ball replacement
Mechanics that turn everything into timing
Dominion is a shining example of good element design
Iterative 2-layer health bosses
The RTS genre is being held back by fans
Problems with the RPG capture trope
AoE 2's unique approach to counter relationships
How to design telegraphs in action games
Non-game mechanics
Some insight on the trash heap that is AAA video games
The misguided use of statistics as an indication of game balance
Final Fantasy 13: story games gone wrong
Why Geometry Dash is addicting