On the Road at GenCon! Hello from Indianapolis! Here’a a quick note and a few shots from the midst of the madness that is GenCon… Roadtrip! Playtest I had three great, 4-player, playtest sessions yesterday – and I learned a lot, not just about playtesting to such a random crowd (I certainly got my spiel…
Tag: roadtrip
Welcome to the first installation of my weekly board game update! Now you can see just what I’ve been up to as Roadtrip! comes to life. Please comment and let me know questions you have and I’ll either address them here or in next week’s installment. GenCon Preparation! This past week has been almost exclusively…
Roadtrip!’s Game Board Kludge – When Flavor Dominates, Everyone Cries Well, I’m nothing if not obstinate. Perhaps it’s the Capricorn in me; maybe it’s because I’m the first child; possibly it’s just because I don’t like the word impossible. Whatever the reason, I recognized that it took me entirely too long to fix some of…
Roadtrip!’s Theme Mechanic – When Flavor Drives Rules To Ruin To continue the discussion from the last two posts, if you want to design more robust games and design them faster, I believe it’s crucial to analyze your game design process. I admit that the impetus to undertake this discussion arises from my program management…
Last week, I asked the Chicken and Egg question of game designers: What comes first? Mechanic? Theme? Component? Audience? In other words, I asked how do we each design. Clearly, there is no single correct answer to this inquiry. Every individual is, in fact, individual; and so everyone has his or her own style. Nevertheless, I asked…
I recently saw a tweet about the site Boardgamizer. If you haven’t seen it, check it out. It’s intended to stimulate the mind and challenge the skills of game developers, by randomly providing theme, mechanics, victory conditions and constraints for a yet-to-be-designed game. Needless to say, it got me thinking about how we designers dream-up…