Sunday, January 10, 2016

Most Dangerous Games of 2015

Max reveals and discusses his favorite tabletop, digital, and mixed media games of 2015 - why they're awesome, why you should play them, and why they represent progress to the field of games as a whole.




Tuesday, January 20, 2015

Randomness vs. Variation

Max discusses the differences between randomness and variation, why variation is good, and presents some ways designers can create games to maximize variation while minimizing unfairness.
 

Monday, June 16, 2014

Game Over - Game End Conditions

Choosing your game's end condition properly has the potential to turn a good game great.  This week, Max investigates the types of end conditions games can have and each kind's benefits and drawbacks.








Monday, March 24, 2014

Crafting Games With Immersive Narratives

Max writes on the types of narratives in board games, the value of story-rich games, and ways to design games with stronger fictions.  How can our games go beyond the traditionally "themed" game, and onto having immersive narratives?








Sunday, February 2, 2014

Balance Beyond Fairness

In which Max argues that the way many designers think of balancing stands in their way; balancing shouldn't be though of as "making your game fair." Balancing should be understood as "making sure your players' choices are interesting."







Monday, January 20, 2014

Peak Oil - A Legacy Design About Energy

Nick and Max showcase their design pitch for January's Game Design Showdown over at the Board Game Designers Forum.  This month's theme was "fossil fuels and sustainable energy."  Nick and Max designed a 'Legacy game' in which resources, when used, are permanently consumed, to demonstrate the theory of peak oil to players and underline the role of sustainable energy in our future.






Wednesday, January 1, 2014

Defying Conventions

Conventions and tropes affect the creation of all forms of media, from literature to games.  Following norms can be helpful for guiding users' experiences, but norms can also get in the way. Max asks a new year's resolution from designers: whenever your design conforms to a trope, make sure you are doing it intentionally, and not by default.