TRANSMOGRIFY YOUR MECHANICS
Sometimes when designing a game the mechanic that seems like an obvious fit is actually constraining you, preventing you from exploring interesting paths and alternatives. Let me illustrate with an example.…
Sometimes when designing a game the mechanic that seems like an obvious fit is actually constraining you, preventing you from exploring interesting paths and alternatives. Let me illustrate with an example.…
I am an actor as well as a game-designer. And so, when designing games, I often think of the world being created around and within the game. I call this, “the…
This is the second article I’ve written that talks about some cool mechanics I discovered while designing Ars Victor. You can read the first one at: Building Tension: The Ars…
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…
In Part 1 of this series, I discussed the origins of analysis paralysis and five principles to keep in mind while designing. In this installment, I give you ten methods to reduce…
At first I was afraid, I was petrified. I stared down at my meeples and I almost cried. So I re-read all my cards, Thought of decisions I could choose,…
Anyone who’s ever played games has run into some that allow two people to gang-up on a third player, or stand to the side while two other players beat the…