Most grown-ups can learn to play a new game without too much difficulty, and when they play, losing is understood to be a perfectly expected occurrence. That is, if someone loses, it is entirely possible that person still had fun playing the game.
Young children being introduced to games, on the other hand, . . . → Read More: How to Handle Losing When Designing Games for Young Children
Remember when I said I’m playing Wind Waker for the first time? I still am.
Well, not still. I put it down for almost two months. My last save was in September. I finally played it again.
I’ve been busy.
But I was playing it again, and I was in Forsaken Fortress trying to sneak . . . → Read More: Thoughts on Wind Waker’s Miniblins
When I start designing a game, I tend to try to avoid adding random elements. That is, I don’t want luck to enter into the course of events so that they can be repeatable. One thing follows from another, always. I like my game rules to be the physics of my world. I want the . . . → Read More: Making Non-Random Games
Recently while playing a game with my niece, I came across a nice game design lesson.
We wanted to play Pictionary Junior. My parents still had the box from decades ago from when I was younger, but the instructions were missing. So, we looked them up online.
Generally in Pictionary, you draw what’s on . . . → Read More: Pictionary Junior Rules Are Weird
Note: this post was originally published in the August 2014 issue of ASPects, the official newsletter of the Association of Software Professionals.
This is the final post for Game Design Workshop Wednesday. You can see the #GDWW introduction for a list of the exercises I published.
As Chair of the Interactive Media & . . . → Read More: Book Review: Game Design Workshop, 3rd Edition by Tracy Fullerton #GDWW