BE HONEST – THE HONOR SYSTEM IN GAME DESIGN
I’M THINKING OF A NUMBER FROM ONE TO TEN. Seven, you say? Most people do. But sorry, you’re wrong. Two? Nope – guess again. Five? You’re right! — The problem…
I’M THINKING OF A NUMBER FROM ONE TO TEN. Seven, you say? Most people do. But sorry, you’re wrong. Two? Nope – guess again. Five? You’re right! — The problem…
You have a game, it’s an awesome game, but unless it’s Apples to Apples or Cards Against Humanity, you’re gonna need some art. Especially if you are going to do a Kickstarter campaign, you…
Tension: the uncertainty gap. The distance between desire and potential. From a game design perspective, I define tension as the anticipation of changes in fortune. Games that are good at…
Testing your ideas quickly and easily is essential for good game design, and versatile components help with that. But trying to shuffle index cards or sticking and resticking labels to…
ABOUT STONES OF FATE Stones of Fate is a fast-paced memory and area-control game for 2-4 players. In the game, players put “Fate Stones” next to face-down Tarot-themed cards. Players often…
WHERE TO MANUFACTURE? Most game manufacturers encounter this question as they enter the field. It’s easy to be scared of dealing with a foreign country, the language barriers, and the…
Pics from Fiddersgreen.net THE ADVENTURE BEGINS As a young boy I would rush home from school and settled in next to the floor model radio console to listen to the latest…
THE GAME: KING OF CRIME I had this game ever since I created Battle of the Bands back in 2000. I liked the game engine and with a few tweaks,…
As game designers, and even just as players, we often think and describe games by their mechanic. These are the gears of the game: the numbers we’re trying to balance…
STAR TREK? When I was a little girl my Dad’s favorite show was Star Trek. I remember sitting in his lap, watching Captain Kirk kiss some alien woman while the…