
I had just finished working on my latest card game; I was rather chuffed with it: the rules were elegant and nuanced: there was a wealth of strategies you could use in the game. I explained the rules to two friends, and they began to play. I was expecting them to be amazed with the game.
Instead, I was amazed with how one had managed to find a neat little trick to — unexpectedly — win the game: a loophole!
After the discovery, the game was never the same. I eventually decided to change the card game into a board game so that the game could keep my original idea, but without the loophole.
After the change in my game, I became obsessed with loopholes in games. I began to research them and find how they could affect games. In this article, I summarize my research. This article covers what loopholes are, and why they are bad, with a big list of generic types of loopholes that can be found in games. The article also gives some advice on how to find and correct these nasty little game breakers.
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A little more than a year ago, Rodain Joubert, innocently, put his latest creation on the NAG forums for community feedback. Even the first, raw prototype was liked right away. It was immediately accessible, and surprisingly rich. The 10-minute games that were promised were inevitably stringed together into many hours of play.

Disclaimer: This article covers the hyperbolic ranting of an entirely fictional (and very foul-tempered) stick figure thing. As such, we reserve the right to label this article as satire and advise you to take any of Angry Joe’s advice in good humour and high spirits. Whether or not he happens to make any valid points is entirely up to you to decide.
Disclaimer: Please try not to be scared of Angry Joe – he’s only a stick figure. In fact, he doesn’t even really exist. Steel yourself, read on and ride the storm. It’ll all be over soon.
If there’s one thing that I take pride in when I offer humble slices of gaming pie to oh-so-hungry colleagues, it’s my ability to carefully consider the difficulty level. Whether I’m making a run-and-jump platformer or a purely cerebral puzzle game, I always live by the same basic mantra: give the player a helping hand.