Tag Archives: game design

BWAhahahahaha….

I LOVE IT when inspiration strikes!

There’s been a game design that’s been sitting in the deep dark corners of my mind (and as a file on my iPhone) for several years now. This morning, at about 3:30, it popped its head up and said “Remember me? Here’s a way to begin!”

I started recording ideas, and I also started a database to see if a thought I had for printing the terrain tiles would work. And it works perfectly….

And conveniently, I am at a break between classes, so now is an absolutely perfect time to work on it!

If things go well, I might have a alpha test set ready when we go to Phoenix at the end of the month. I’ll talk more about it later, I’ll only say now that playing Betrayal At House On The Hill, and Alhambra, are significant inspirations.

Be fwightened, be vewy vewy fwightened!

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A free MIT course in game design

MIT, yes, the Massachusets Institute of Technology, is providing a free online course via EdX that states:

A practical introduction to game design and game design concepts, emphasizing the basic tools of game design: paper and digital prototyping, design iteration, and user testing.

The three people presenting the course seem to have good bona fides. I’m signed up, and it will be interesting to see how they divide the course between computer programming and cardboard game design. Should be fun!

https://www.edx.org/course/mitx/mitx-11-126x-introduction-game-design-2881

Daniel Solis has a couple of interesting posts on card game balance

This is a constant struggle when it comes to card game designs, and I’m always trying to balance card power versus rarity.  Daniel applies the Japanese concept of wabi-sabi, or basically not having perfect balance or distribution in something, that asymmetry has value.  For fairness, I prefer balanced positions where players are equal and the outcome is based upon skill or luck, not drawing the ‘mega-sword of death’ card and being able to wipe other players off the board.  I’ve tried to balance powerful cards with play restrictions, such as ‘remove from game after use’ so it’s a one-shot advantage.

Anyway, interesting reading.

Daniel’s Blog:
Balancing power and rarity

Wabi-sabi in card game design

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