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Showing posts with the label Game Design

Game Design: Player Elimination

Player Elimination is an interesting concept, for many reasons. It evokes strong opinions and is used in several 'classic' games found in millions of homes. Personal feelings aside, I want to take a look at some topics of interest about this divisive mechanic.

Game Design: What the hell is game balance?

 Please pardon the provocative title.  There is a bit of debate about what exactly is game balance.  Balance is a subjective assessment, similar to fun, but while balance may be subjective, there are concrete measurements that can be applied to determine how closely a design aligns to that subjective goal.  In a word: metrics . For myself, I want a player to feel like their skill and perhaps some luck, contributed to their victory or defeat.  I hate the feeling of realizing that something in a game is even moderately unbalanced.  If the game is severely unbalanced, it reduces the game to an activity.   For example, if a game has players select from unique abilities at the start (like a faction), but you realize that your faction is unbalanced, the game is no longer about skill and luck, but rather the choice you make at the beginning of the game.  In which case, why play the rest of the game?

Book Review: Games, Design and Play

Games, Design and Play (by Colleen Macklin and John Sharp) is a solid practical book that lays out an iterative design process. While it focuses on video game development, more than 90% of the material applies to game design in general (product design to a degree). This book is a fairly quick read and full of practical advice.

Design Lessons: Villainous

The board game Villainous is widely available at your local Big Box and on the surface seems to be another barely-a-game theme-for-dollars affair.  After playing it, I came to view it is as a very elegant and well designed game.  Today I want to discuss all the things that I find interesting as a designer.

Design Lessons: Hollow Knight

Hollow Knight for the Nintendo Switch seems to be tried and true metroid-esque game.  However, while it does have elements of Metroid games, there is little innovation of them.  There are some design decisions that seem to actually detract from the player experience and that is what I am going to talk about today.

Book Review: Meeples Together

Meeples Together (Christopher Allen & Shannon Appelcline) is the book I have spent about 10 years looking for. The format of this book is as close to my ideal ‘game design’ book as I have found. Now, this book isn’t perfect, but it gets so much right, it should be considered a ‘must read’, allow me to elaborate...

Design Lessons: Paper Mario Color Splash 2

As I have read more rumors about a Paper Mario for the Nintendo Switch, I have continued to play Paper Mario Color Splash.  Not my favorite Paper Mario, but the last one released.  However, as I play, I am again reminded why this is only my second play through in last three years.  This game is often an exercise in repeated frustration .  Yes, I am talking about the Tangerino Grill stage.

Book Review: GameTek

GameTek (by Geoff Engelstein) is a collection of brief thoughts and ideas that are fleshed out into two to three page chapters. The book covers a range of topics from emergence, power creep, to cheating.

Book Review: Uncertainty in Games

Uncertainty in Games (by Greg Costikyan) is a short, informal book that reads more like a long essay than an academic work.  The book provides a good overview of different types of uncertainty (i.e. tension), but often fails to support or fully discuss their statements.  However, the book provides an interesting foray into sources of uncertainty in play.

Book Review: Characteristics of Games

Characteristics of Games (by George Skaff Elias, Richard Garfield, and K. Robert Gutschere) was a fascinating read and challenged more than one assumption I had about topics I felt were quite cut and dried.  This book starts at the foundation of design by examining topics such as number of players, game length, and types of games.  The book introduces some new vocabulary and contains some excellent appendices that give good summaries of topics such as Game Theory.

Design Lessons: Paper Mario Color Splash

As a huge fan of the Paper Mario franchise (mostly, discounting the out-of-theme Wii game), I was very excited to play Paper Mario Color Splash for the Wii U.  I remember it having solid game play and good continuation of theme and style.  Then I decided to replay it recently and ran into a couple of issues that seem like good talking points of bad design .

Book Review: The White Box Essays

The White Box Essays by Jeremy Holcomb isn't just a book about game design, but rather an overview of the whole process.  Each step of creating a game is covered by a short chapter.  The topics aren't covered in great depth, but do provide valuable information.  If you want to read 5 pages about what a game "is", check out a book like "Rules of Play"... if you want information about nearly every aspect of creating a game, from conception to production to fulfillment, then the White Box Essays is the place to start.