01 Jan 26

Some folks very kindly put up a French version of the blorb principles.

by 2097 1 month ago

22 Sep 25

Sedan när vi demar/lär ut våra spel är det en sådan skillnad i insikten om konsekvenser mellan oss och de som provar att det känns rättvist att inte vara så hård.

Aha gör ni spel? Läs dom här.

https://boardgamegeek.com/blog/252/blogpost/1008/opacity-in-gaming

by 2097 4 months ago
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07 Aug 25

漢字一字をアイコンとして見るのは駐車場の掲示等でお馴染みだけど、まさかこれをBa Ba is Youライクなデザインのゲームにするとは!!

by hoagecko 6 months ago

16 Jul 25

Matt Leacock just posted his difficulty ideal on BGG.

Design the game such that:
if a group of people appropriately self-selects a well-defined difficulty setting,
that their odds of success will be about 50/50,

by 2097 6 months ago

07 May 25

I normally hate 3d games but Journey is an exception and this 2014 video explains why.

by 2097 9 months ago

02 Apr 25

A two-player letter-writing game about maintaining connection against impossible odds. This seems really cool, and just the kind of wierd game I like.

by arcade 10 months ago saved 2 times
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A two-player letter-writing game about maintaining connection against impossible odds. This seems really cool, and just the kind of wierd game I like.

by l3gacyb3ta 10 months ago saved 2 times
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07 Jan 25

30 Dec 24

Image description.

Agnes in front of her computer with a clenched fist of vowing: “This year, I resolve to spend four hours a day thinking through the lore of the fantasy world I’m creating!”
Lucy: “Agnes, you might want to think twice about that…”
Agnes: “Hm, if you think so…

by 2097 1 year ago

21 Dec 24

I’ve always been bugged by the kluginess and ugliness of adding corner indices to playing cards since they look so good without them. And so redundant with both. Like, a two of hearts technically has four hearts. Some cards have only corner indicies and that’s fine, doesn’t look as good as no-indices but looks better than both and is functional in hand.

But corner indices is a usability necessity. Today I found out about a type of corner index I hadn’y seen before: I love Dexter indices!

by 2097 1 year ago

07 Dec 24

Magic removed the “conga line” rule.

Revising the earlier example under the new rules, my 5/5 attacker gets blocked by your 3/3 and your 4/4. It’s now the declare blockers step, after blockers are declared, our last opportunity to do anything before combat damage is dealt. I pass priority. You have that Giant Growth in hand. You can still save the creature of your choice. We’ll say you want to save that 3/3, probably for the same reason I wanted it gone, so you pump it up to a 6/6. We move on to combat damage, and now I get to assign my creature’s 5 damage any way I want. Most likely, I’ll take out your 4/4, as it’s the best I can do. But maybe I have, you know … plans and would rather deal 3 damage to the 6/6 and 2 damage to the 4/4. That’s okay, too.

So now double blocking is even weaker than it was. And some of my favorite cards (tricks that give one toughness or prevent one damage) are now unplayably weak. But they’ve apparently playtested this inhouse for a full year.

by 2097 1 year ago

27 Sep 24


Maro.

It’s not the players’ job to find the fun. It is your job as the game designer to put the fun where the players can’t help but find it. When the players sit down to play a game, there’s an implied promise from the game designer that if they do what the game tells them to do, it will be fun. So most players will do whatever the game tells them to do to achieve the desired goal (usually win), even if that thing isn’t fun. When the game is done, if the players didn’t enjoy themselves, they will blame the game—and rightfully so!

It’s your job as a game designer to make sure that what it takes to succeed at your game is the very thing that makes the game fun. Fun cannot be tangential; it has to be the core component of your game experience. I can’t stress this enough. You can’t hide the fun and expect your players to hunt for it. That’s not their job. It’s your job as a game designer to lead the players to the fun.

by 2097 1 year ago

18 Sep 24

Here’s an idea to improve the fun level of games that involve some degree of resource management, as e.g. Monopoly does. Like any amazing idea, it could either work out great or be a complete disaster. To be clear, I have not yet had the opportunity to test this myself, but I’d really like to some day.

by eli 1 year ago saved 2 times
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