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Is mastery of a game truly possible?
As gamers we like, by definition, to play games. Some of us then like to get good at those games, and a few really value achieving a...
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The Philosophy of game design: The ontology of victory.
Okay, bear with me a minute here. My first self-released game, SSO is a semi-co-op, but in an unusual way. Generally what semi-co-op...
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The Philosophy of Game Design: Phenomenology.
A little while ago (actually longer ago than I intended to leave it before doing a follow-up blog) I wrote a bit about some of the...
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The Kickstarter brief: Design
I recently wrote a blog about games with roll and move mechanics on Kickstarter which seemed to garner two general schools of response,...
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The Iterative Prisoner’s Dilemma
One of the more popular Game Theory ideas is the Prisoner’s Dilemma. Essentially this simple game has two players representing criminals...
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Song of Tales Designers Diary – Core Principles
I’ve said a few times in blogs how vital it is to have the core principles of your game set out as touchstones that you can refer back to...
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The joy of a massive re-write
I recently had a playtest with Mike Hutchinson (Gaslands, A Billion Suns, Perilous Tales) of a game that he was planning to release (and...
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Why Roll and Move is a Bad Idea
That might sound like a weirdly simplistic subject for a Kickstarter/game design blog, but stick with me here. Every week I see a handful...
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How I write Skirmish games: Perilous Tales designer’s diary
About six to eight months ago Mike Hutchinson (designer of Gaslands) showed me an idea that he had, a solo skirmish wargame called...
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Writing Tabletop AI
Recently I’ve been working on a project with a fairly prominent piece of cardboard AI in it and I was thinking about writing this blog,...
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