designsideout.com
Design-Side Out: Two Core Concepts of Deckbuilding Games
http://www.designsideout.com/2013/03/two-core-concepts-of-deckbuilding-games.html
Tuesday, March 12, 2013. Two Core Concepts of Deckbuilding Games. I've made a deckbuilding game, Shadowrun: Crossfire. Which will become available for purchase sometime in 2013 (sorry, no official date yet). In doing so, I was reading up on deckbuilding games in general, and I found this lovely blog article. Sometimes numbers in games are just right. Fewer cards would mean fewer choices of what to do each turn. Later on in the same blog, the author goes on to question why cards are purchased. It's gr...
designsideout.com
Design-Side Out: Oregon Trail: Good Idea, Poor Execution
http://www.designsideout.com/2011/02/oregon-trail-good-idea-poor-execution.html
Sunday, February 13, 2011. Oregon Trail: Good Idea, Poor Execution. Next up is the general store, just like preparing for the trip in the old game. You can spend money on different cart wheels, cart covering, food, medicine, weapons, clothing, and oxen (the best of which are aurochs! After hunting you see a summary screen:. Big word telling me I did "Great" - that's cool. A big 55 lbs of meat, also good. The important info is loud and clear. What's up with the Kill Rate stat? Look, I remember dysentery b...
designsideout.com
Design-Side Out: August 2010
http://www.designsideout.com/2010_08_01_archive.html
Monday, August 30, 2010. My wife and I were discussing Enterprise (the most recent Star Trek television series), and specifically that several of our Star Trek-loving friends didn't enjoy it. "Why was that? Kirk, Picard, Janeway, Sisko - all were cool-under-fire diplomats and logical decision makers that exemplified the idea leadership for humanity. Their crews were already experts in their fields and all likable characters. What does this have to do with game design? The same thing happens in games all ...
designsideout.com
Design-Side Out: March 2013
http://www.designsideout.com/2013_03_01_archive.html
Tuesday, March 12, 2013. Two Core Concepts of Deckbuilding Games. I've made a deckbuilding game, Shadowrun: Crossfire. Which will become available for purchase sometime in 2013 (sorry, no official date yet). In doing so, I was reading up on deckbuilding games in general, and I found this lovely blog article. Sometimes numbers in games are just right. Fewer cards would mean fewer choices of what to do each turn. Later on in the same blog, the author goes on to question why cards are purchased. It's gr...
designsideout.com
Design-Side Out: December 2012
http://www.designsideout.com/2012_12_01_archive.html
Saturday, December 22, 2012. Lifelink in League of Legends. A coworker of mine, one Jonathan Loucks. And I were discussing the function of lifesteal / lifelink in the MOBA game League of Legends. I often think LoL would be better with less lifelink. L. Ike, I hate when the impact of a fight is completely wiped out in a matter of seconds. I lose a fight to the AD in the late game, they're at 25% health, and then a partial creep wave later and they're at 100% again. They should have to go back to heal!
designsideout.com
Design-Side Out: Next Iron Chef: gaming the system
http://www.designsideout.com/2011/12/next-iron-chef-gaming-system.html
Monday, December 5, 2011. Next Iron Chef: gaming the system. For reference: Next Iron Chef is a cooking competition reality show. This season the format for an episode goes like this: all remaining competitors battle in a cooking challenge. Their dishes are judged, and the worst two have to cook again, in an elimination battle. The judges decide between the elimination dishes and one of those two people is kicked off the show. Had a couple of goals in setting up this auction. Four chefs bid aggressively,...
designsideout.com
Design-Side Out: January 2011
http://www.designsideout.com/2011_01_01_archive.html
Tuesday, January 25, 2011. Social Game Design: Monetization part 3: Don't Sell Everything. In a free to play game with microtransactions and virtual goods, why shouldn't you sell everything? If players are willing to buy it, shouldn't you put a price on it and sell it to them? So what do I mean by things that are valuable but can't be bought? How do players get them? They earn them. Your game should have things that are earned by playing the game, preferably by playing it a lot. How does that help? You w...
designsideout.com
Design-Side Out: A love letter to SpaceChem
http://www.designsideout.com/2011/07/love-letter-to-spacechem.html
Wednesday, July 13, 2011. A love letter to SpaceChem. SpaceChem, how do I love thee, let me count the ways:. You have just the right amount of chemistry. Enough that I recognize the compounds you give me, and can see that all the bonding is correct, but not so much that I need to use my bachelor's degree in chemistry to play. I am proud of each of my beautiful creations. Look at what I made, mom! Solving puzzles gives me a sense of triumph and accomplishment, at least until. Posted by Gregory Marques.
designsideout.com
Design-Side Out: February 2011
http://www.designsideout.com/2011_02_01_archive.html
Sunday, February 13, 2011. Oregon Trail: Good Idea, Poor Execution. Next up is the general store, just like preparing for the trip in the old game. You can spend money on different cart wheels, cart covering, food, medicine, weapons, clothing, and oxen (the best of which are aurochs! After hunting you see a summary screen:. Big word telling me I did "Great" - that's cool. A big 55 lbs of meat, also good. The important info is loud and clear. What's up with the Kill Rate stat? Look, I remember dysentery b...