Category Archives: Game Design

Optimizing Play in Cooperative Boardgames

After the suc­cess­ful inva­sion of Eurogames into the New World, the growth and pop­u­lar­ity of boardgames in the US has beeny impres­sive, espe­cially given today’s dig­i­tal and vir­tual offer­ings. My take is that sit­ting around a table and play­ing with friends or fam­ily has irre­place­able social value. This argu­ment has long been made for table­top

An Addendum to Pulsipher

So I’m read­ing this cool book on board game design. The book is a col­lec­tion of essays, some bet­ter than oth­ers. In the first, Lewis Pul­sipher poses some solu­tions to the three player prob­lem and petty diplo­macy. He goes into some detail to define the prob­lems (check the link) and present the answers he has tested inside

Player Interdependency

How much should the suc­cess and enjoy­ment of a game depend on the per­for­mance of team­mates? That’s the ques­tion strug­gling to find an answer in League of Leg­ends and other MOBA games. Plenty of devel­op­ers despise use of the term, but I’ll apply it here: LoL is addic­tive. I con­tinue to play for some rea­sons

D&D4E: The Exceptional Flaw

An opin­ion on how design­ers botched the lat­est edi­tion of Dun­geon & Drag­ons. That’s what I promised. The last post focused on exter­nal fac­tors that played into its decline as a paper game: tech­nol­ogy and con­ve­nience. I won’t wax poetic with social com­men­tary on shorter atten­tion spans, less free time, and the prob­lems with kids’