Tag Archives: Game Design

Roll & Move Doesn’t Have to Suck

Roll & move is a mechanic with a bad reputation. It’s widely seen as a simplistic rule that’s found only in old or rubbish games that aren’t for serious gamers. I’m here to suggest that roll & move isn’t bad, … Continue reading

Posted in Random Thoughts | Tagged | Leave a comment

Everything in its Place

Today I’m thinking about small games and air in boxes. I’m slowly playing my way through my game collection, culling the unworthy, and enshrining the blessed. As I play even more games than usual, back-to-back, I’m struck again by the … Continue reading

Posted in Board Gaming, Game Design Theory, Tuesday Thoughts | Tagged , , | 3 Comments

Kickstarter Cogitations

There’s always something interesting going on in Kickstarter. Sometimes it’s a new trend, other times it’s a specific campaign, and there are always fun new games to look at. It’s a revolving shop window of shiny toys. As my job … Continue reading

Posted in Kickstarter | Tagged , , | 6 Comments

Patreon’s Progress

I just posted another article to my Game Design Mastery Patreon, and I thought that I’d talk about a few lessons from the first however long it’s been. 6 weeks? Something like that. Overall it’s been great, though it’s not … Continue reading

Posted in GDM Patreon | Tagged , , , , | 6 Comments

It’s Alive!

Turns out all I needed was a dark castle, lots of lightning, and a crowd of peasants with pitchforks and fiery brands. Just apply the electrodes, and Voila! It’s alive! By which I mean, the Game Design Mastery Patreon is … Continue reading

Posted in Game Design Mastery | Tagged , | 2 Comments

Game Design Mastery

Every art contains a related craft. Music is underpinned by an understanding of notation and structure as well as traditions, styles, and the ability to make the noises you desire come out of the instrument you choose. Cooking is more … Continue reading

Posted in Game Design Mastery | Tagged , | 10 Comments

A point about game design

Monday’s post attracted a couple of interesting comments, and I’ve pulled out this one from EJ to reply as a post because I didn’t want it to get lost in the mix. It’s an interesting point, and worth discussing as … Continue reading

Posted in Game Design Theory, Nostalgia, Old Skool Skirmish | Tagged , , | 9 Comments

Game Design Theory: Benchmarks for Other Skirmish Games?

Having proposed the Collateral nightclub shootout as a benchmark for modern skirmishes, I’ve started to think about what might be an equivalent for ancient/medieval/fantasy games. I’ve got a few ideas kicking about, but before I prejudice your thinking too much, … Continue reading

Posted in Game Design Theory, Skirmish games | Tagged , | 27 Comments

Game Design Theory: A New Benchmark For Modern Skirmish Games

  Thanks for all the film suggestions folks. As you might expect, I’ve already got a number of them, though that doesn’t mean I’ve watched them recently. Even those I’ve seen are well worth re-watching. One comment that I thought was … Continue reading

Posted in Eternal Battle, Game Design Theory | Tagged , | 32 Comments

Research is Weird: SF Worlds

This post is really to make you think about the way AI may work (or not), and to give you something to consider when you’re working on the imagined future of your game. However, I have to get there by way of the internet’s omnipresent … Continue reading

Posted in Game Design Theory, Random Thoughts | Tagged | 2 Comments