An idiogame is a series of interesting decisions that produces a personal outcome. Unlike orthogames; these decisions don’t necessarily resolve to help individual players win in the game or win against each other. Source: Decisions for Us — University XP
Category: Game Design
What is Strategy in Gameplay? — University XP
But what is “strategy;” and what role does it play in game play, game design, game, development, and applied games? Source: What is Strategy in Gameplay? — University XP
Slow death – player elimination in board games (Topic Discussion) – Tabletop Games Blog
If done well, player elimination can be a very interesting mechanism in modern board games. In this article, I want to look at different ways this mechanism is implemented and discuss how well these work. Source: Slow death – player elimination in board games (Topic Discussion) – Tabletop Games Blog
5 ways to know when your game is done
So, we’re going to look at 5 ways to tell that your design is done, or at least that you’ve taken it as far as you can yourself. Source: 5 ways to know when your game is done
The 18 Card Challenge – Dinosaurs… but! – Button Shy
The challenge this time is Design An 18 Card Game About Dinosaurs… But! The but is a big one. “But NOT modern day dino parks or dinosaurs fighting each other.” Source: The 18 Card Challenge – Dinosaurs… but! – Button Shy
Victory Conditions other than Victory Points – The Board Game Design Course
Playing lots of games gives you ideas about various aspects of games that are not as common. we’re going to dive into some other fun and interesting ways that players can win a game, along with examples of each. Source: Victory Conditions other than Victory Points – The Board Game Design Course
Our Numbers on Cards (Round 1) Top 10! – Button Shy
We received 45 entries for the first round of the 18 Card Challenge – Numbers On Cards and we got even more for the next round! Source: Our Numbers on Cards (Round 1) Top 10! – Button Shy
The Complexity of Depth – The Giant Brain
Games with emergent depth use a paucity of mechanics to create a wealth of choices and possibilities that are not obvious from a reading of the rules or even from your first playthrough or two. Source: The Complexity of Depth – The Giant Brain
The Complexity of Depth – The Giant Brain
The decision space of a game is the range of choices that the game presents to us. What happens if we think of depth as a measure of decision space against the complexity of the mechanics? Source: The Complexity of Depth – The Giant Brain
The Default Number of Players is One – KEITH BURGUN GAMES
I believe I have isolated the fundamental properties of a certain kind of machine. It is a machine which arranges its information in such a way so that a user may make inputs to the system and receive meaningful feedback about that system. The user is attempting to reach a certain state – the “win” […]