Blog — Category_Game design RSS



Confessions of a print and play virgin – Part I

I’ve never made a print and play (PnP) game before. Is that ok? Well… maybe I’ve been missing out. There are lots of reasons to create a good PnP game, even if you don’t think of yourself as a ‘crafty’ person. Read part I? You can read Part II here. I have a confession – and as far as the board game industry goes, it feels like a pretty embarrassing one. Until recently I had never, ever printed a game from the internet. Not a card game, not a dice game, not an enormous eurogame. Other than a brief fumble with a 2 player Brass board which lasted all of 5 minutes (before I spilled coffee on the poorly sellotaped,...

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What can a negative review tell us about the lure of objectivity?

Some people hate Ticket to Ride; people who do not appreciate its brilliance. I hate the United Kingdom expansion as much as they hate the basic game. But unlike them, I’M ACTUALLY RIGHT… right? I like to think that I am a pretty positive person. Generally, I don’t like writing about things that I dislike – there are enough things that I do like to write about and enough to say about them. And I’m not a reviewer really, so I’m not here to save you money from games that you might not enjoy. But like a moth to a flame, I am constantly and mysteriously drawn back to writing about TTR: United Kingdom. Not to bathe in its glow...

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Great Design Decisions: Dominion’s useless victory point cards

This is the first post in an occasional series examining design choices that were critical factors in the overall success of a game’s design. In this entry, I go right in with one of the greats and look at Dominion’s powerful victory point (VP) card mechanic. In choosing Dominion, I have selected a stupid subject to kick this series off. Why Dominion is hard to write about but good to write about Being effusive about great games is relatively easy. There is usually much to love and much to comment on. But writing about parts of great games – trying to understand the particular elements that make them great – is really hard. By nature, a great game is usually...

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11 resources to help first time boardgame creators work with artists

A collection of resources to help you speed up and improve the process of working with artists. Especially useful if this is your first game and you’re the one in charge of making sure it’s beautiful. As part of my journey to getting Magnate to market, I’m embarking on an entire aspect of the game development process that I have very little experience with: finding, commissioning and working with artists; specifically game illustrators. At the community newspaper I run, we work with cover artists quite often and have produced lots of excellent magazine covers (link includes a selection from our print archive though only up to late 2017). But the briefs for Croydon Citizen covers are relatively simple. There’s a...

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A new model for game design: Moving beyond the "Mechanics, Dynamics, Aesthetics" framework

The MDA framework is now well known in design circles. Here I take it a step further putting forward my own riff on the model for tabletop games specifically; incorporating the notion of access and mapping out some critical detail. Why build a model? I have always had a penchant for systems and frameworks. Huge geek that I am, I’ve always enjoyed a good railway network diagram or process map. In my professional life I’m the person who took on the job of mapping out my company’s technology stack’s to give us a comprehensive picture of how it’s 38 distinct components interacted (or over-interacted in many cases!). Such frameworks or models aren’t just fun for people like me though. They...

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