How can we reduce the perception of complexity when creating games for the mass market? Source: Designing the ‘Teach’ into the game – The Dark Imp
Category: Game Design
The key to a great engine-building game – The Board Game Design Course
The key to winning (or even just doing well) in these games is to build an engine that will continue to give you the resources you need to gain points and beat your opponents. You do this through purchasing the right cards or cubes and combo-ing them together to pull off bigger gains as the […]
When Should You Shelve a game? 8 Questions To Ask Yourself – Entro Games by Chris Backe
The 8 questions to ask before shelving a game Source: When Should You Shelve a game? 8 Questions To Ask Yourself – Entro Games by Chris Backe
Cooperation Mechanic – Circle J Games
When designing a game with cooperation, we need to decide what level of cooperation we want to include in the game (see above), and then find the most appropriate way to include it while keeping players engaged. Below are tips for designing a game with each of the four levels of cooperation: Source: Cooperation Mechanic […]
Creating Hundreds of Cards in Component Studio – Stonemaier Games
That’s why we want to tell you about a fantastic tool we’ve been using called Component Studio. Source: Creating Hundreds of Cards in Component Studio – Stonemaier Games
Tile Laying Mechanic – Circle J Games
For our purposes we define tile placement as a mechanic where tiles or cards are placed or moved throughout the game and where their placement affects the gameplay in some way. Source: Tile Laying Mechanic – Circle J Games
ShippBoard Games: On Victory Points
Victory points are a weird thing. They are almost always used in themed games, but they often aren’t themed. Instead, they are representative of value accumulation. Source: ShippBoard Games: On Victory Points
How to Get Ideas – The Dark Imp
I came to realise that when faced with a problem most people look for the one right solution because that’s the way they were brought up. All through school they had to answer multiple-choice and true-or-false questions, questions that only had one right answer. And so they assume that all questions and problems are like […]
ShippBoard Games: Starting a Thematic Design
When I was thinking about my design process, I divided the steps into three general phases: scaffolding, outline, and details. Scaffolding addresses the initial have-an-idea process. Outline looks at building the bare bones of the design. And details is the rest of the design process. Source: ShippBoard Games: Starting a Thematic Design
Far Away Times: How To Make Good Small Games
I think projects are most likely to succeed when you only have to learn one or two new skills to see them to completion. Even for people like me with programming experience, complex tool chains like Unity demand a lot from you, and I think that’s discouraging for new devs. Source: Far Away Times: How […]