Balancing a game is arguably the most difficult and time consuming phase of design. When refining the mechanisms and trying to reach an Alpha and Beta state, you can grab new testers, test once, and gather the data you need to progress.
Earlier this week, I played Columbia Games' Napoleon: The Waterloo Campaign, 1815. This is an old, classic war game design, with blocks to allow for fog of war, rather elegant mechanisms with a few key exceptions, and lots of dice rolling.
I have some thoughts on branding, naming, and pitching your game to others that have been culminating for some time. Though this is a specific case study, I think what I've learned here will apply to your project as well, so give this a read and tell me what you think.
Steve Jackson of Steve Jackson Games writes an annual report discussing his company, their year's successes and failures, and the next year's plans. I love reading it and I am going to copy him. I think it might be useful to new folks interested in starting a business.
This post sponsored by the Hocus Poker PNP! Download it from BGG (and give us a thumb!) or read the rules.
Design should become easier the more you do it. No, conceiving a unique mechanism is never easy.
At the suggestion of most excellent design peer Brett Myers, and in light of the publisher of Farmageddon declaring bankruptcy, I wanted to write about business today.
In the past, I've written some basic Kickstarter Advice, as well as some basic advice on game development and production.
I've been playing a great deal of Memoir '44 lately. It's one of my favorite games and one in which I've invested heavily. I own all but one minor expansion for it. Memoir '44 is a very simple rule set and foundation, but it's scenario driven and covers the broad scope of World War II.
I am very much a combo driven designer and frankly, and probably not surprisingly, it's something that I love as a player. I often say I design the games I want to play, which is why you see action cards and multi-use cards in almost everything I make.
Post by: Grant Rodiek
I'm curious how many designers are aware of sunk costs, or are willing to build things, admit failure, and completely try anew? There is an urge to preserve an idea and tinker with it until something emerges, but often times if there's no spark, there won't ever be one.
There are things that you take for granted in your processes and don't think to improve upon. But, when a solution emerges that makes your life better, one that's so simple and so obvious, you can't help but ask "why didn't we do that a year ago?"
I have an obvious solution to share, one that is Josh's idea for Hocus Poker.