It was a cool, dark March night in the financial district of San Francisco. The club was also dark, but it was anything but cool. I had come to the IGDA GDC party with a prototype of my own game, Corporate America, not quite realizing yet that playtesting it in party scenarios like this one […]
All posts for the month June, 2013
Design Analysis: Diamant
Posted by teale on June 27, 2013
http://nothingsacredgames.com/design-analysis-diamant/
Mechanic Analysis: Drafting
I’ve been thinking a lot about drafting lately. So today I thought I’d try something new: a close analysis of drafting as a mechanic. To start, I’ll define drafting and explain the different forms it takes. After that I’ll discuss what it adds to games. To wrap things up, I’ll cover the requirements of including […]
Posted by teale on June 20, 2013
http://nothingsacredgames.com/mechanic-analysis-drafting/
Fungus Design Decisions
Last time, I discussed the design goals that have guided my latest project, a drafting board game about fungus releasing spores from a pile of rotting logs (tentatively called Fungus). Today I’ll describe how those goals have helped shape the game through the iterative design process.
Posted by teale on June 11, 2013
http://nothingsacredgames.com/fungus-design-decisions/
Fungus Design Goals
A few months ago I discussed the many games I’ve been working on since Corporate America went to the printers. I’m happy to tell you that Fungus (still looking for a real name) is one of the games that made the cut! Today I want to discuss the design goals I have for Fungus. I’m […]
Posted by teale on June 6, 2013
http://nothingsacredgames.com/fungus-design-goals/