I'm obsessed with my game design process. My mind is my primary tool, but the way in which I exercise it, extract from it, and push it, must be constantly re-examined to ensure I'm doing my best work most of the time.
I find myself greatly drawn to the notion of humorous games lately. More specifically, designing games that are legitimately funny for those playing them. I don't mean games like Apples to Apples, or Bad Medicine, or Cards Against Humanity that are intended to be funny party games.
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.
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.
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: Joshua Buergel and Grant Rodiek
Grant: It turns out Hocus Poker 5.0 is pretty dang fun. We were pleased with the results from our own local tests, BGG Con tests, and family tests over Thanksgiving.
About two weeks ago now I attended BGG Con 2014. I was there from Wednesday afternoon until about Sunday at noon. This was my first time attending the convention and I enjoyed it greatly. I thought BGG Con was basically the director's cut of Gen Con.
Friend and fellow designer Kyle Van Winkle asked me if I'd ever written about a moment where I thought I had a killer idea or mechanic, only to find someone else has already done it. The answer, is that I've been in that situation, but I hadn't written about it.