Play
I talk a lot about game design, occasionally about other things game-related.
In the modern era, gamers demand their Game Is Balanced. The biggest taboo a popular game can make is when one “tool” or combination turns out to be significantly more potent than others.
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.
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.
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.
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.
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.