“HEY, LOSER!” KEEPING PLAYERS ENGAGED, EVEN WHEN THEY’RE BEHIND
When I design a game, I usually assume 4 players. Most 4 player games will work with 3 or 5 easily enough, and many will work with 2 players without…
When I design a game, I usually assume 4 players. Most 4 player games will work with 3 or 5 easily enough, and many will work with 2 players without…
Do you remember these posters? Everything in life can be learned from Kindergarten, Star Wars or cats. Ok, so the title isn’t serious (it’s not a comprehensive list or a…
Part 1 of a 3 part series on the DFWNN Design competition – perspectives from two League of Gamemakers design teams! — Debate has been lively here at the League…
“EVERYTHING WAS GOING FINE FOR A WHILE. I THOUGHT I HAD EVERYTHING UNDER CONTROL. BUT WHEN I STARTED SENSING THAT, DESPITE MY BEST EFFORTS, THINGS JUST COULDN’T COME TOGETHER, I…
> Your company is in “stealth mode” only if people would > otherwise care to know what you’re working on. Otherwise, > you’re in “obscurity mode.” ALEX TAUSSIG on twitter Randy…
About this time last year I was thinking about balancing cards in games. I had just received a Kickstarter game and played it a bit, only to find that I…
When do you know it’s time to shelve a game you’ve been developing? See what the members of the league say and share your own thoughts below in the comments!…
WHAT IS DEFAULT DESIGN? Default design is a body of design choices, particularly thematic, that you don’t think about. You include them in your game design because they’re prevalent in other…
(This series will chronicle the design and development of Henges of Stone in conjunction with youtube videos, until the game is eventually published… or abandoned.) In spite of my previous…
Guest Post by Jasmine Davis. Jasmine Davis is a writer and game designer in Pittsburgh, PA. You can find Jasmine’s own thoughts on her website, read her thoughts on other people’s games…