Last week I discussed the design goals I set out for Shadow Throne. This week, I thought I’d discuss the game from a different vantage point: the evolution of the graphic design of the cards. I really enjoy doing these retrospective posts. Working on a game, you make so many tiny changes, it can be […]
All posts by teale
Shadow Throne: The Evolution of Cards
Posted by teale on May 1, 2014
http://nothingsacredgames.com/shadow-throne-the-evolution-of-cards/
Shadow Throne Design Goals
The Kickstarter for Shadow Throne, Nothing Sacred Games’ next big release, is right around the corner! Over the next several months, you’ll be learning a lot about the game and its development. To kick things off, I thought I’d spend a little time describing the design goals that helped inspire and guide the development of […]
Posted by teale on April 24, 2014
http://nothingsacredgames.com/shadow-throne-design-goals/
Design Analysis: Corporate America
Between playtesting, promotion, and just hanging out with friends, I’ve seen and played Corporate America well over 200 times. Even after playing that many times, I’m happy to say still I enjoy the game. Corporate America really lets individual personalities shine, so each game feels like a new experience. But when you play a game […]
Posted by teale on March 24, 2014
http://nothingsacredgames.com/design-analysis-corporate-america/
Happy Birthday Nothing Sacred Games!
Wow, has is really been two years since the founding of Nothing Sacred Games!? Actually, it’s been a little more, but it has been two years since my first blog post about the wonderful art form that is games, and that’s close enough for me! To celebrate, I thought it would be fun to quickly […]
Posted by teale on March 15, 2014
http://nothingsacredgames.com/happy-birthday-nothing-sacred-games/
Corporate America Sales Roundup
Corporate America started hitting the mailboxes of Kickstarter supporters and the shelves of game stores back in July of 2013. Eight months later, you might be wondering… how’s the game doing? The short answer, I’m happy to say, is pretty well! I recently went over the many positive reviews the game has received, and […]
Posted by teale on February 24, 2014
http://nothingsacredgames.com/corporate-america-sales-roundup/
Reviewing Reviews
I’ll be the first to admit that I’m pretty lousy when it comes to marketing. It’s the sort of thing I never wanted to do, but is essential for making a game (or really any product) successful. So, reluctantly, I’ve put on my marketing hat many times for Corporate America, and have actually found it […]
Posted by teale on February 10, 2014
http://nothingsacredgames.com/reviewing-reviews/
Analysis of Fun: Collecting
Has it really been a year and a half since I posted my two part post on the various types of fun that games can provide? Unless WordPress is truly messing with me, it has! Perhaps surprising to no one, I missed some key types of fun in that original list. Today, I want to […]
Posted by teale on January 28, 2014
http://nothingsacredgames.com/analysis-of-fun-collecting/
Thoughts on Theme
One of the fundamental questions in game design is: which came first, the theme or the mechanics? Different designers have different answers to this question, some holding their answers as sacred as scripture. While I don’t have strong feelings on this question (I have been inspired by both themes and mechanics), I tend to lean […]
Posted by teale on January 10, 2014
http://nothingsacredgames.com/thoughts-on-theme/
All Games Big and Small
One of the biggest challenges of designing games is scoping. We’re often inspired by big games and strive to make them ourselves, but bigger does not necessarily mean better. Today I’ll discuss some of the advantages and disadvantages of big games and suggest methods to help you control the scope of your game.
Posted by teale on December 10, 2013
http://nothingsacredgames.com/all-games-big-and-small/
Teaching Games, Old and New
It wasn’t long ago that every digital game came with its own manual, just like board games do today. An excited new game owner would pour over the manual, learning how to play the game before ever putting it in a computer or console. It was an expected part of the whole video game experience. […]
Posted by teale on November 21, 2013
http://nothingsacredgames.com/teaching-games-old-and-new/