Daniel Solis on Card Design and Package Design

Posted by on Nov 1, 2013 in Uncategorized | No Comments

Daniel Solis has written a quick but extremely insightful and well-illustrated post about the relationship between package design and card design on his blog. It’s all about Iterative Visuals. Start with one baseline, change one or two things, and always only change those one or two things for each iteration. The game design and publishing […]

Real Educational Impact

Posted by on Oct 2, 2013 in Props | 2 Comments

The argument’s made from time to time that to teach something really effectively, you have to make it interesting. Game designers sometimes make the follow-up point that games are pretty interesting. Everybody knows that gerrymandering is a nonsense process of carving up voting districts to better serve incumbents in future elections by reshaping the areas […]

What Not To Do

Posted by on Sep 16, 2013 in Design, Writing | 7 Comments

At a GenCon auction ten or twelve years ago, someone suggested to me that the greatest tragedy that can befall a wargame is to be auctioned in a state where the shrinkwrap has been removed but the counters remain unpunched. Someone wanted to love this game but never began preparing to actually play. The game […]

A Grown-up Game Business

Posted by on May 17, 2013 in Business, Publishing, The Work | 2 Comments

On Facebook recently, my friend Miranda Horner — an accomplished game editor who works primarily on Dungeons & Dragons for Wizards of the Coast — posted this: I want my chosen industry, the tabletop gaming industry, to be so successful overall that it can afford to take people away from the computer gaming industry instead of […]

Milestone

It’s been a while, Gameplaywriters, and I apologize for that. New high-stress job, move to a new city, and all that. But LinkedIn just reminded me of something that I wanted to drop in and memorialize: Gameplaywright is five years old this month. Stick around, if you will. Interesting things ahead.

Think You Think: Audio from GenCon

Friend of Gameplaywright Jason Pitre recorded our GenCon roundtable “Things You Think About Games,” and has posted it online at his website. Check out his other recordings from the convention as well. Things You Think About Games Roundtable Recording

Gameplaywright at GenCon

We hope you’ll join us for two Gameplaywright events at GenCon this week: Robin Laws will be talking about Hamlet’s Hit Points, presenting the system of analysis behind his ENnie-nominated book and taking questions about its theory and application. (Friday, 10:00 am, Marriott Santa Fe) What do Dr. No, Casablanca, and Shakespeare have to teach us […]

Gods of the Game

Posted by on Jul 19, 2011 in Creativity, Design, Fan Culture | No Comments

Although it apparently caused great furor, Chain World was news to me when I read the article “Chain World Videogame Was Supposed to be a Religion—Not a Holy War” on Wired.com last night. There’s no sense recapitulating the article’s contents here (read it!), but as the very briefest summary, it concerns Jason Rohrer—designer of the […]

Is It Good Enough?

Posted by on Jun 30, 2011 in Design, The Work, Writing | No Comments

Good enough, for those that seek perfection, is what we call it when it’s sufficient to surpass the standards we’ve set. Anything beyond good enough is called stalling and a waste of time. Per “How Do You Know When It’s Done?,” on Seth Godin’s blog.

Dragon Age: Legends—Remixed

Posted by on May 19, 2011 in Social Games, Video Games | One Comment

I haven’t been able to really get into the Dragon Age: Legends Facebook game, but having installed the game on my Facebook account, EA’s got my e-mail address, so they’re pushing info about it to my inbox on a daily basis. Yesterday, an announcement came over the transom that they’d handed all of the Dragon Age: […]