I know I promised a continuation of last week's article this week, but unfortunately I will have to postpone. I will also not have any article next week due to Thanksgiving, but should be able to resume regular posts the following week. Instead, I hope you enjoy this article from a few months ago about … Continue reading A Re-Source of Pride (Repost)
A few weeks ago, Nintendo released Mario Odyssey, their first main series 3D Mario game since Mario Galaxy 2 in 2010. I have been a huge fan of these games since Super Mario 64, so naturally I picked it up as soon as possible. Since then I have been enjoying the game immensely, and it … Continue reading Game Classics: Lessons from Mario Part 1
A few months ago, I wrote an article about game design lessons I learned from my honeymoon at DisneyWorld. In that article, I looked at some of the ways that design principles from other fields could be applied to game design. In this article, I want to go the other way, and look at how … Continue reading Game Design in Real Life: Gamification
A few weeks ago I wrote an article describing some of the most ancient games of all time, known as race games (if you haven't read it, you can check it out here). Today, I am going to continue this series by examining another very ancient category of board games - war strategy games. One … Continue reading History of Game Design: This Means War!
Recently I was watching an episode of House of Cards on Netflix, when they made an offhand mention of a game known as Monument Valley. Their description of the game intrigued me, so I decided to check it out. I downloaded the game on my Iphone, and I was hooked instantly. Everything about the game … Continue reading A Puzzling Endeavor: My Thoughts on the Design of Puzzles in Games
Collectible card games are some of the most divisive types of games out there. There are those that love them dearly, and amass huge collections consisting of thousands of cards. On the other hand, there are those who refuse to touch them with a ten foot pole. While there are many reasons for this divide, … Continue reading Putting the ‘C’ in ‘CCG’: Does Being Collectable Help or Hurt these Games?
Nintendo's history with games has been a long and rocky one. Throughout their years in the industry they have gone from being the clear front-runner to the verge of death, and back again. Currently Nintendo seems to be on an upward swing, with the very successful launch of the switch. However, the success of the … Continue reading Does Nintendo Hate Money? An Examination of Recent Business Decisions
If you are reading this blog, odds are that you are a fan of games. Not only because this is a game design blog about the history of game design (I know you read the titles), but also because you would be hard pressed to find somebody that doesn't enjoy games in one form or … Continue reading History of Game Design: The Oldest Games in the World
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
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