Take a Chance: The Illusion of Randomness in Games

Randomness is one of the most important elements of almost any game, and also one of the most misunderstood. Randomness can have a huge impact both on the design and experience of a game, and can lead both to very exciting moments and very frustrating ones. This is a huge topic, and one that I … Continue reading Take a Chance: The Illusion of Randomness in Games

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Welcome to The Galaxy! The Design of Vitae Quest Part 1

Today's article is going to be a little different from previous weeks. The reason for this is, for the first time ever I am going to be talking about the design process of Vitae Quest, which is my first serious board game design, and my current primary design focus. Because this game is still in … Continue reading Welcome to The Galaxy! The Design of Vitae Quest Part 1

Counters and Removal: The Importance of Interactivity

Several weeks back I began a series in which I dissected and comparing Magic: The Gathering sets, with an emphasis on drafting. In the first part I take a broad overview of the sets and set up the foundation for the rest of the series. In Part 2 I take a closer look at linear … Continue reading Counters and Removal: The Importance of Interactivity

Game Design in Real Life: Lessons from a Disney Vacation

I believe that, at it's core, game design is about creating an experience. Many of the principles of game design - pacing the experience, creating an atmosphere, and drawing out emotion and suspense - can also be found in numerous places in the real world. In the same way, I believe that there is a … Continue reading Game Design in Real Life: Lessons from a Disney Vacation

Hut, Hut, Hike! Tackling the Quarterbacking Issue in Cooperative Games

Hey y'all! It's been a few weeks since I've been able to write an original article for this blog, but I am finally back. I really enjoyed my wedding and my honeymoon, but I also really missed writing for you guys. Luckily, I am back in the swing of things so you can expect new … Continue reading Hut, Hut, Hike! Tackling the Quarterbacking Issue in Cooperative Games

Hunting Whales: The Problem with “Free-to-play” Games

Hey everybody! I am currently enjoying my honeymoon, which means no new article this week. Instead, I hope you can enjoy this article from a few months ago. While I would probably have done a few things differently if I wrote it today, I have reposted it here in its unedited form for your consideration. … Continue reading Hunting Whales: The Problem with “Free-to-play” Games

Ooh Shiny! The Power of Rarity in Collectible Card Games

¬†Hey y'all, it's Caleb from the future. Due to the fact that I am getting married in 2 days, I am not able to write a new article for this week. Instead, I have decided to re-post this article from a few months ago that not a lot of readers have seen. Next week I … Continue reading Ooh Shiny! The Power of Rarity in Collectible Card Games

Linear? I Hardly Knew Her!

An Important Announcement Before I begin today's article, I just want to say that I will not be posting any new articles for the next two weeks, because I am getting married! Next week is my wedding, and the week after that is my honeymoon. After that, I will continue to post every Thursday as … Continue reading Linear? I Hardly Knew Her!

Designing The Ultimate Draft: Part 1

In today's article, I am going to be examining card drafting, and how to design a set to draft well. Normally I try to make my articles applicable to as many different games as possible, but today I am going to try something a bit different. Today I am going to be focusing entirely on … Continue reading Designing The Ultimate Draft: Part 1

A Re-Source of Pride: Designing Resource Systems in Collectible Games

Last week I started a new series of articles diving deep into various topics dealing with game design. Today's topic continues this series with a look at designing resource systems. This article will be mostly focused on collectible games, especially trading card games. In this article I will be looking at why to include a … Continue reading A Re-Source of Pride: Designing Resource Systems in Collectible Games