Can narrative and strategy ever blend well? Jaya Baldwin explores different ways games have tried to integrate narrative and traditional gameplay elements.
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.
In his first article for the site, Jaya Baldwin – new member of the Naylor Games team, makes a forceful case for both titles
[Quietly] 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?… Read More
The new Magnate site has launched today. It contains key information about the game’s many features: like its comprehensive tutorial mode (designed to allow players to learn without a rulebook) or its realistic 3D buildings of different types. As we get closer to launch, I’ll… Read More
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.
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.
It’s time for Magnate, a project I’ve been working on for nearly 7 years, to become a reality
Applying a cost-benefit framework to a specific mechanic in a TTR expansion, I explore if we can create a more objective way of weighing-up design decisions; at least as far as set-up goes.
Many years and quite a few designs ago, I made a mini-expansion for Dominion. It’s been sat in a drawer ever since. So as an experiment in criticism and self-reflection – and with the benefit of hindsight – I’ve decided to dissect it. I want… Read More