DO DILIGENCE!
When we playtest games, we tend to get a lot of suggestions from players. As designers, it’s our job to parse those comments and decide which suggestions would lead to…
When we playtest games, we tend to get a lot of suggestions from players. As designers, it’s our job to parse those comments and decide which suggestions would lead to…
This post first appeared on Seth’s blog, Cumbersome I learned a word a few years ago from a friend of mine — a word that I don’t use nearly enough. Not…
The State Of Games podcast was recently all about tips for playtesters. It was right before Unpub 6 in Baltimore, but it’s a good listen for people heading to any designer convention,…
Things go wrong in playtests all the time. When something goes wrong in a playtest, it may just be an anomaly of that particular game — but if the same…
I have decided to mine my game design blog for interesting posts, update them, and publish them here. What follows is one of those posts, originally written September 05, 2008, edited and…
Actually, the term “parallel design” usually refers to independent creators coming up with similar works, or works about the same subject, at the same time. Like that summer when two…
“I DESIGNED A GAME LAST WEEK…” Ever hear an amateur designer say something like that? It seems like I’ve heard it a lot lately. Ever hear a professional designer say…
For several years I’d heard about Sasquatch, a small, invite-only convention in Seattle, but I never had the time to get up there for it. A couple of years ago…
I was once offered the opportunity to write something up for Why I Design Games – Collected essays from established game designers on the theory, art, and compulsion of board game…
If you’re like me, then last week many of your gaming friends and people you follow on twitter went to Ohio for Origins, a big, 4-day convention second only to…