After finishing a game of King of Tokyo recently, a friend pointed out that nothing about the game is actually described on the box. I was surprised to discover she was right. (Update: I was wrong about this. See the update at the bottom of the post for details.) Sure, there’s the usual basic stats: […]
All posts for the month April, 2013
Design Analysis: King of Tokyo
Posted by teale on April 26, 2013
http://nothingsacredgames.com/design-analysis-king-of-tokyo/
Designing for the Irrational
I recently finished Daniel Kahneman’s excellent Thinking, Fast and Slow. (Thanks Mike!) In it, Kahneman discusses some of the counter-intuitive ways our brains work, supporting those claims with empirical evidence. Game design involves a lot of different facets, from graphic design to storytelling to system creation, but at its heart it is about creating experiences […]
Posted by teale on April 16, 2013
http://nothingsacredgames.com/designing-for-the-irrational/
Board Game Design Basics: Playtest! Part II
Last time on Board Game Design Basics, I gave a theoretical justification of playtesting and discussed some of the types of playtests you’ll be running over the course of developing your game. Today I’ll pick up where I left off, getting to more practical matters like who should playtest and how to make use of […]
Posted by teale on April 9, 2013
http://nothingsacredgames.com/board-game-design-basics-playtest-part-ii/
Board Game Design Basics: Playtest! Part I
As a game designer, you’ll probably spend more of your time playtesting than doing anything else. Awesome! What’s more fun than playing games all the time? While playtesting your game should be fun (why would you want to be a designer if you didn’t enjoy playing games?), you can’t forget that you’re working, so it’s […]
Posted by teale on April 4, 2013
http://nothingsacredgames.com/board-game-design-basics-playtest-part-i/