Designer Diary: The Board Game as a Play Set

Continuing my ramblings about game design and how I came to build the kind of games I do, here’s an alternate look at board games. Are they not too different than play sets, only with more structure so that they appeal to adults? Are the mechanics and rules a grown-up analogue to the flashing lights and the talk-boxes that adorn children’s toys? Here’s my opinion…

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How to Read Your Playtesters

When designing a game, there’s nothing as important as player feedback and interpreting it properly to help tune and tweak your game for optimal fun. However, most play testers aren’t game designers, and their responses can be cryptic at best and completely unintelligible at worst. In this post, I’ll talk about the two sides of playtester feedback–getting responses and interpreting them.

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Have you ever played Foursquare? — A Designer Diary for Kill the Overlord!

When I was in elementary school, we used to play a game at recess called Foursquare. (It’s got no relationship to the GPS-driven location visiting game we play now on our modern phones, sorry)! So how does a friendly playground game like foursquare become a card game about political murder? It’s not so far off as you might imagine…

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Resources Systems - A Game of Shortages

I was asked by a friend to give some insights into a resource system being devised for a new game, and this led to an observation of resource systems in games in general. This article is just to make a few general observations about resource systems, how they work, and why they work.

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