Nick Bentley Makes Games
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Nick Bentley Makes Games
@nickbentley.bsky.social
Posts about game design.

Director of Game Design at Dolphin Hat Games (Taco Cat Goat Cheese Pizza), former President of Underdog Games Studio (The Trekking Trilogy), former Director of Online Marketing at North Star Games, former Neuroscientist.
Note there are multiple flavors of "stuck".

Here I'm mostly talking about this feeling:

"I see no good options and I don't know how to advance."

...rather than:

"I don't know how to choose between my options."

But the latter can also be a problem if it slows the game too much.

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January 10, 2026 at 11:53 AM
Brag:

This past Saturday, I conceived, designed, made files for, printed, sleeved, and tested a game in under an hour.

Today the company I work for greenlit it.

Personal record for return-on-design time.

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January 7, 2026 at 4:12 PM
An excellent framework for thinking about how to turn a good game into a good product (the two aren't the same):

TLDR: make a compelling promise, deliver on it, then exceed expectations.

jboger.substack.com/p/games-as-p...

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Games as Promises
How to design games that sell in three (very hard) steps.
jboger.substack.com
January 7, 2026 at 1:59 PM
This tip is specific to strategy game design. Two benefits:

👍 players can learn the rules in pieces, over turns, instead of all at once.

👍 It can create an escalating game arc.

But be careful not to make the early turns *too* simple. That can make for a boring first impression.

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January 6, 2026 at 5:01 PM
I suspect "in the wild", folks play games wrong more than many designers think.

I also think there's a degree to which this can't be fixed, thanks to 2 unfixable issues:

1. lots of folks dislike learning rules, so they learn poorly

2. our short term memory is tiny

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January 5, 2026 at 5:55 PM
If players touch the pieces too much in a game, it'll often feel fiddly.

It'll also add cognitive burden: using our hands requires surprising brain power (I was once a neurobiologist).

Protip: count touches-per-turn in tests

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January 4, 2026 at 5:07 PM
Reposted by Nick Bentley Makes Games
As a game creator it’s part of my mission to make games that connect people in community with one another, creating memories and cementing relationships.

In truth choosing joy, community, and play *is* a radical idea in this day and age.

Taking account of that power and using it is revolutionary.
Happy New Year, everyone! Here’s to another 12 months of telling stories rooted in radical imagination, centering revolutionary ways to look at each other and ourselves, and making art about the razor-sharp teeth of hope. ✨

Let’s kick 2026 in the ass!
January 2, 2026 at 5:12 PM
"Good design does not tell users what to do. It adapts to what they already do."
January 2, 2026 at 2:03 PM
Reposted by Nick Bentley Makes Games
My final video for 2025 compiles the lessons I learnt about games design this year, from rethinking how I work, what I want to design, and the people who I couldn't have done without.

Thank you everyone who has supported the channel this year, and have a wonderful 2026!

youtu.be/62zLZONQc4Q

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Game Design Lessons from 2025
YouTube video by Matthew Dunstan
youtu.be
December 31, 2025 at 8:03 AM
Reposted by Nick Bentley Makes Games
Decision paralysis occurs when players can’t make a choice, usually because there are too many options or the outcomes are too complex. This slows the game down and often leads to frustration.

There are a few design techniques you can use to reduce this (🧵1/6):
🎲✂️ #gamedesign #gamedev
a cartoon of batman with his hand on his chin
Alt: a cartoon of batman with his hand on his chin
media.tenor.com
December 29, 2025 at 9:04 AM
Reposted by Nick Bentley Makes Games
My first video looking back at 2025 - this one focussed on the state of the board game industry and what it means for designers.

A very happy holiday season to everyone!

youtu.be/XH4o2alaNoA

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The state of the board game industry for designers in 2025
YouTube video by Matthew Dunstan
youtu.be
December 26, 2025 at 10:05 AM
Reposted by Nick Bentley Makes Games
Day 8: Lest We Forget

Today's takeaway: It's easy to fall into the trap of creating something because it's interesting to design rather than interesting to play, especially if you've come up with a really clever mechanic

boardgamegeek.com/thread/36308...
Dev Diary: The Road to Jigokudani | BGG
Lest We Forget Created for the Button Shy Holiday Challenge Lest We Forget is a deduction puzzle in which you piece together the tale of five unlikely friends who fought at Gallipoli. Using clues from...
boardgamegeek.com
December 28, 2025 at 8:44 PM
"There is no knowing for a fact. The only dependable things are humility and looking."
December 12, 2025 at 9:08 PM
Reposted by Nick Bentley Makes Games
Of course I would say this, but we need to talk about the moral & ideological case for play & leisure more than ever. So much political discourse - especially from the super-rich - assumes we ought to construct society around forcing citizens to spend most of their one, unrepeatable life working.
November 24, 2025 at 10:50 AM
I cannot convey how much I prefer the 4-sided die on the right than on the left.

I've also yet to meet anyone who has tried the kind on the right and still prefers the pyramidal type.

(get 'em here: role4initiative.com/collections/...)

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November 15, 2025 at 5:01 PM
I LOVE this:

"There exists a paradox in game design. You are simultaneously the most knowledgeable and least knowledgeable person about your game..."

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November 11, 2025 at 3:24 PM
I’ve worked professionally in tabletop game design for 11 years.

I doubt I could have if I hadn’t shifted from prioritizing my own opinions to prioritizing others’.

It's the difference between auteur and commercial art.

To me, commercial art is no less artful, just different.

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November 9, 2025 at 6:02 PM
A belief (which I can't prove):

In tabletop games, the best rulebooks are hard to recognize because they make complex games feel easier.

So we perceive them as average rulebooks for easier games rather than elite ones for harder games.

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November 5, 2025 at 2:23 PM
Tech tip for tabletop game designers:

For me, Data Merge for Figma (which requires a plugin called "Google Sheets Sync") is less fiddly and more reliable than Data Merge for Adobe products. It's AWESOME.

Made this deck and populated directly into print-and-play template with a click.

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November 2, 2025 at 3:36 PM
Reposted by Nick Bentley Makes Games
Board game development tip:

Changes that allow you to remove rules from your rulebook without altering the core of your game are *usually* good changes. 🎲✂️
October 28, 2025 at 12:54 PM
Reposted by Nick Bentley Makes Games
In today's video I talk about ways to level up as a game designer - practices I have seen in other designers and myself as they become more experienced and improve their craft. Hopefully useful whether you're just starting out, or reflecting on how far you have come!

youtu.be/qPWgQCNkRsM

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How to level up as a game designer
YouTube video by Matthew Dunstan
youtu.be
October 21, 2025 at 8:02 AM
My company's bestselling game is outselling UNO on Amazon.

Sales are similarly strong in all channels.

I just joined the company & played no part in this success, but I'm grateful to work at a publisher of one of Earth's bestselling games.

It affords a stability rare in this industry.

AMA 🎲✂️
October 22, 2025 at 5:52 PM
I design tabletop games because they help people feel close, and thus add a bit of love to the world.

I want to spread love, especially now, in a time of rising hate.

How to spread love in such a time?
October 11, 2025 at 3:29 PM
These days it’s harder to find experienced players of any game, because there are so many games and few people dive deeply into any one.

This saddens me, because great strategy games can’t be appreciated without depth of experience.

We’re in a world that makes it hard for greatness to be noticed.
October 8, 2025 at 8:06 PM
Reposted by Nick Bentley Makes Games
Less time in the rulebook serves everyone. 🎲✂️
October 7, 2025 at 5:15 PM