So much of the conversation about a game’s design bounces from the very broad to the very specific without stopping to consider what really matters: the human emotion game dynamics give rise to. But if designers can spend more time at this level they can make more innovative games. If there was one maxim every designer should know by now, it’s this: “Different strokes for different folks”: We know that what precisely makes a good game is incredibly subjective. Even when conditions are ideal – a perfect teach, the right amount of space and time for the game to occupy, quantity of noise or quality of ambience and a willing audience – no one game can be guaranteed to please...
Can narrative and strategy ever blend well? Jaya Baldwin explores different ways games have tried to integrate narrative and traditional gameplay elements. “Are you sitting comfortably? Then I’ll begin. Once upon a time in a land not so far away at all, a family sat at a table. ‘Now I convert 3 cubes into 2 cubes of net higher output’ said Mummy. ‘Wow, I adjust the resource monetizer on my personal board to rotate the value wheel to its next multiplier increment’ said Daddy. What a good time they were having playing Resource Cube Management Simulator. Little James and Sarah meanwhile had gone upstairs. They were sat under the big blanket with torches. ‘And then the princess took off her...
November was slightly quieter than September or October - it couldn't not be - but, once again, overall progress moved substantially forward; especially in enhancing Magnate's gameplay and recruiting new team members. New boxart sketch This one has been a long time coming. I am glad to say we're finally making good progress on the cover art. I've always liked the placeholder art we have, but there's something a rather old fashioned about it. It's not as dynamic as it needs to be and I don't know it captures the feel of the game sufficiently either. I am very glad to say we finally have a sketch of what the new art will look like. There's still a lot do...
In his first article for the site, Jaya Baldwin - new member of the Naylor Games team, makes a forceful case for both titles *** "Ladies and gentleman welcome to another exciting episode of Boardgamemania! In the blue corner we have long standing heavyweight champion Dominion! The game that started an entire genre and really packs the Donald X factor. Meanwhile iiiin the red corner, we have new kid on the block, featherweight Star Realms!" *** It's a classic scenario: two games with a certain amount of similarity are pitted against each other, argued over and taken apart in order to figure out which is 'better'. When those two games are trying to fill exactly the same niche, it's a...
Last week I started my first look at Flashpoint; considering how it builds game arc and the nature of the puzzles it presents. This week I look at the critical role of theme in the game. A thorough smelting of mechanics and theme As I have previously written, the execution of theme is a sizeable element of Flashpoint's appeal. Its everywhere in the game: not just in the specific business of the advance fire roll, or its representational rather than symbolic art style. Rather the theme is completely intertwined with the vast majority of the game's mechanics. The fire itself is one of the most perfectly thematic co-op opponents we could hope for. It expands exponentially and somewhat erratically, just...