Today's takeaway: Being intentional about the experience you want to create is crucial in guiding the development process. It gives you the freedom to "kill your darlings", pivot, and rework without getting too invested in specific mechanics.
boardgamegeek.com/thread/36308...
Today's takeaway: Being intentional about the experience you want to create is crucial in guiding the development process. It gives you the freedom to "kill your darlings", pivot, and rework without getting too invested in specific mechanics.
boardgamegeek.com/thread/36308...
Today's takeaway: Managing complexity is super important! Could anything be streamlined? Does it match the form-factor of the game? Judging complexity can be hard when you've already internalized the systems, so playtest with new players often!
boardgamegeek.com/thread/36308...
Today's takeaway: Managing complexity is super important! Could anything be streamlined? Does it match the form-factor of the game? Judging complexity can be hard when you've already internalized the systems, so playtest with new players often!
boardgamegeek.com/thread/36308...
Today's takeaway: Every single point of friction or confusion is a chance for a player or publisher to give up on playing the game. The effort to perform unguided playtesting and streamline the first play pays off a million times over!
boardgamegeek.com/thread/36308...
Today's takeaway: Every single point of friction or confusion is a chance for a player or publisher to give up on playing the game. The effort to perform unguided playtesting and streamline the first play pays off a million times over!
boardgamegeek.com/thread/36308...
Today's takeaway: Nano adaptations of larger games are a great exercise to help build your toolbox: it forces you to identify the essence of the experience and distil it down to just the crucial parts.
boardgamegeek.com/thread/36308...
Today's takeaway: Nano adaptations of larger games are a great exercise to help build your toolbox: it forces you to identify the essence of the experience and distil it down to just the crucial parts.
boardgamegeek.com/thread/36308...
Today's takeaway: Humour and emergent storytelling help a game stick in people's minds long after it's over, so lean into it whenever you can!
boardgamegeek.com/thread/36308...
Today's takeaway: Humour and emergent storytelling help a game stick in people's minds long after it's over, so lean into it whenever you can!
boardgamegeek.com/thread/36308...
Today's takeaway: The first game you design will probably suck and that's ok! Focus on making something small, with specific constraints in mind and a hard deadline to force you to finish something and start learning!
boardgamegeek.com/thread/36308...
Today's takeaway: The first game you design will probably suck and that's ok! Focus on making something small, with specific constraints in mind and a hard deadline to force you to finish something and start learning!
boardgamegeek.com/thread/36308...