FRIDAY GAME BREAK: THEME VS. MECHANICS
There are battles, and then there are BATTLES. And what bigger battle is there than mechanics vs. theme? Ask any game designer which is more important, and get ready to listen,…
There are battles, and then there are BATTLES. And what bigger battle is there than mechanics vs. theme? Ask any game designer which is more important, and get ready to listen,…
Designers endlessly argue about whether you should start with Mechanics or Theme and which is more important. This is a fool’s errand. Seth Johnson joins me to discuss what Designers…
I HAVE ALWAYS BEEN A LOVER OF MECHANICS. For as long as I can remember, I have felt the pull of new and exciting ways to take actions, of intricate…
Last week I managed my past selves both in a fun time travel worker placement prototype by Aaron Vanderbeek and also in a recently published Scott Almes design from Eagle…
My very first game, BEARanoia, is about to be released at Essen and I couldn’t be more excited. But for this design diary, I decided to turn it over to my…
Part 2 of a 3 part series on the DFWNN Design competition – perspectives from two League of Gamemakers design teams! — We are two weeks into the DFW Nerd Night…
It’s not easy standing out as a mash-up game. Mark and I have been testing and demoing our flagship game Zerpang! since 2006. Back then, we were Catan-casual gamers and had no…
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…
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 is part 2 of Randy Hoyt’s piece from a publisher’s perspective, describing how he worked to re-theme Lanterns: The Harvest Festival from a game about flowers to become the beautiful game…