Rewarding your players: Opportunity vs Efficiency

I enjoy playtesting other people’s games, because giving feedback forces me to clarify my thoughts and consider game design more fundamentally – to explain why I felt something whilst playing that game. The thoughts behind this article came to me during a recent playtest where the game felt at odds with itself, and the moreContinue reading “Rewarding your players: Opportunity vs Efficiency”

BGDL Community Design Sprint – Wrapup

After two weeks the BGDL Community Design Sprint is wrapping up. Did we create a working prototype in two weeks? Categorically yes. Is it any good? We’ll see…. The dangers of designing anything by committee are well known, but the group came up with a really solid brief that would be the foundation. for theContinue reading “BGDL Community Design Sprint – Wrapup”

BGDL Community Design Sprint – Stalling

Getting towards the end of the two-week sprint, and the as yet to be named game (working title: It’s About Time) has started to stall a little. This is where we need some more community support to play and iterate! The early playtests had the fundamentals of a playable game and with a few balancingContinue reading “BGDL Community Design Sprint – Stalling”

The Board Game Design Lab (BGDL) Community Design Sprint

A few weeks ago I put out a poll to the Board Game Design Lab Facebook group to see if we could develop a game from nothing to a working prototype in just over 2 weeks. Thanks to an overwhelming positive result (and no recounts) I’ll be starting this up on November 19th. I’ll beContinue reading “The Board Game Design Lab (BGDL) Community Design Sprint”

Theme First or Mechanics First?

When creating a game, designers tend to follow one of two approaches. Starting with a theme, and building the game mechanics around that theme, or starting with mechanics and layering a theme on top of that. I have designed games both theme first and mechanics first and both have different advantages and challenges (see ifContinue reading “Theme First or Mechanics First?”

Why Create a 2-Player Game

Following on from the previous articles on Why Create a Micro Game, I thought I’d share some of the things I’ve learned developing a two-player game. Two-player games have a unique dynamic not often found in higher (or lower) player counts. Though a lot of games support 2-6 players, the two-player version of those gamesContinue reading “Why Create a 2-Player Game”

Why Create a Micro Game (Part 2)

This article is the second in a two part series where I explore the development and design of a micro game. I am currently creating Micro Dojo, a micro game which I will self-publish on Kickstarter, and I want to share some of what I’ve learned with you. In this article I’ll talk about someContinue reading “Why Create a Micro Game (Part 2)”

Why Create a Micro Game (Part 1)

This article is the first in a two part series where I explore the development and design of a micro game. I am currently creating Micro Dojo, a micro game which I will self-publish on Kickstarter, and I want to share some of what I’ve learned with you. First I’ll tell you why developing aContinue reading “Why Create a Micro Game (Part 1)”

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