Monday, December 17, 2012

Combating Stagnation in Magic: the Gathering

Why do players of competitive games just copy the strategies of professional players, instead of utilizing their own experimentation and creativity?  How can designers encourage experimentation and failure when competitive players want to win at all costs?  Max uses Magic: the Gathering as a case study and proposes some solutions.



Monday, December 10, 2012

A Game Design Perspective on Trivia Questions


Nick asks what makes a good trivia question and offers some tricks that writers use to create fun questions.






Monday, November 26, 2012

Design: A Sherlock Holmes Role-Playing Game

Max presents a proposal for a collaborative/competitive story-telling game inspired by the Sherlock Holmes stories and explains his design process so far.







Monday, November 19, 2012

Three Mechanics that Create Dramatic Tension

Nick explores the relationship between dramatic structure and the shape of gameplay and identifies three mechanics that designers use to create a sense of dramatic tension in their games.

Sunday, November 11, 2012

Cooperative Games and the "Piloting Problem"

In this post, Max speculates about the origins of cooperative analog games.  He then gives us an overview of what he calls the "piloting problem" in cooperative games, discusses games which attempt to solve it, and reviews four potential solutions.





Friday, November 9, 2012

Why I Love Having Two Choices


In this post Nick discusses why he loves it when he only has two options on his turn and speculates about what this suggests about Meaningful Choice in game design.








Monday, November 5, 2012

The Game Design of the Hunger Games

In this post Max discusses why the poor design elements of the Hunger Games makes them less fun to watch and less fun (and fair) to play.  He poses several design solutions to correct these problems.