Play

I talk a lot about game design, occasionally about other things game-related.

Overpowered

Operation Dicestorm is a 1 versus 1 tactical strategy board game we’ve been working on for a while. The armies of completely asymmetric factions duke it out till only one has units standing. In the spirit of Blizzard RTS games like StarCraft and WarCraft, we prioritized making each unit type feel completely unique, yet comparably powerful in the grand scheme of things. While this makes for a lot of variety in the gameplay, it is extremely challenging to manage complexity, balance and a variety of other design considerations.

Toys -> Games

A note: If you happened to stumble upon this piece but aren’t particularly interested in game design, know that this framework is also useful beyond just game design, as I outline towards the end.

Make it fun to face too

One of my big projects is our one-on-one versus board game, dubbed Operation Dicestorm. While it’s my first focused attempt designing a board game, a lot of lessons I learned analyzing video game design is directly applicable. This post is about the concept of “Fun to Face Too,” an important paradigm to observe specifically when designing multiplayer games (pretty much every board game, and most modern video games), to create the very best game mechanics.

Learning

How we learn being the foundation of how we do anything else, I circle back to this topic regularly. Surprisingly often I’m torn between placing a post here or above in Play, because I talk about games + education a lot.

Real Lessons From Games

Gaming has gotten a lot of attention recently as a medium for teaching real lessons and training. The topic has developed so much that I cannot address everything in a single post.