Category Archives: design process

The Gathering of Friends

Got a sweet glitter meeple temp tattoo from my friend Scott Nicholson!

I’m at The Gathering of Friends this week. It’s an annual, invitational event hosted by Alan Moon, designer of TICKET TO RIDE and many other great games, with many of the best and brightest in the games industry (and me!). The Gathering is a prime event to meet with many European publishers and designers, so I’ve brought a couple games to play test and show. There will be many prototypes and new games being played, and I’ll post updates as I’m able.

Drama is anticipation mingled with uncertainty.

― William Archer

A quote from a Turn of the Twentieth Century dramatist and theater critic I keep in mind when I want to create a sense of drama in my games. Anticipation and Uncertainty. It’s a mantra.

Puzzling out a prototype for LXIX: YEAR OF FOUR EMPERORS

I like to start with the edge pieces and work my way toward the center.
LXIX: YEAR OF FOUR EMPERORS has a modular board that permits a randomized setup. With six pieces in the outer ring, there are 720 possible board configurations, offering a different play experience with each game.

I’ve been hard at work, building prototypes to show at The Gathering next week.

This is an easy board to build. LXIX is a game I’ve been working on for a couple years, and I already had the primary layout complete in Adobe Illustrator. I updated the board layout to reflect the most recent rules (primarily by transcribing the various changes I had scrawled on the previous prototype with a Sharpie) and simply printed each section on an Avery full-sheet label. I stuck the printed board sections on inexpensive, white-surfaced chipboard and cut each out with a razor knife, using a metal straight edge when possible. The print quality isn’t as good as with glossy or textured cover stock, but usability, portability and ease of production are my primary considerations for this project.

How the Gamer got their Spots: A brief history of the public perception of gaming.

Australian game designer Stefan Barton-Ross shows us that, historically, gaming, games and play are the norm.

thereisnosaurus's avatarMAKE A GAME OF THAT

This weekend I attended PAX, which was mindblowing in many ways. While there I attended several panels, one of which inspired me to write this. It’s something I’ve been aware of and thought about for some time, but never really had the space to talk about. Now I do. So here we go.

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This is something I heard at PAX a lot: ‘what will it take for gamers to get out of being a niche culture and be accepted into the mainstream socially and politically like, say, film or music are?’. It was the overarching question and theme on a panel hosted by various industry and journalist luminaries. To me it sounds odd.

On one level I identify with the sentiment deeply. I love videogames, tabletop games, card games, roleplay, pretty much anything ludic. Another common comment was on how gamers made being a minority part of their identity…

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Thought-provoking conversation with my pal Kory Heath over on Twitter today.  I’m still not sure where exactly I fall.

What do you think?