Glittercats Fine Amusements

Purveyors of board games, role-playing games, and other miscellaneous merriments and diversions.

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Showing posts with label design. Show all posts
Showing posts with label design. Show all posts
Friday, July 25, 2014

Building vs. Upgrading, and a game called Scorched Earth

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Lots of games are about building. Over the course of the game, you're creating a sort of engine that generates the conditions for victor...
Monday, June 30, 2014

Not every game problem can be solved with game mechanics

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I think board game designers would learn a lot from playing a few rounds of Fiasco. Fiasco is a story-focused one-session roleplaying game...
Monday, February 10, 2014

Cognitive vs social approaches to analysis paralysis

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Luke Laurie has a useful post listing some strategies that game designers can use to cut down on "analysis paralysis" -- the tend...
Monday, February 3, 2014

Balance, fairness, and meaningful choices

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Max Seidman suggests that game designers should think about balancing a game in terms of ensuring meaningful choices rather than ensuring fa...
Monday, January 27, 2014

Four kinds of playtests

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In the few years I've been seriously working on game design, I've gotten to playtesting stage on around a dozen games. In the course...
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