Designing for Sanity’s Sake: Using Modular Design

Recently I posted a preview of Starship 1 by Geoff Englestein, a boardgame which I look forward to with bated breath. Come on Geoff, pick up the pace. I know you have publishers knocking down your door! As I described fully in that post, Starship 1 is a game where each player[…]


Designing for Sanity’s Sake: Keep Your Eyes on the Prize

Every design needs goals. What kinds of goals? Aesthetic goals. I don’t mean just how the game looks. I am speaking from the standpoint of the MDA Framework, a groundbreaking attempt to formally model the elements of gameplay. Let’s explore the three elements of MDA, starting from the canon definitions in the[…]


Designing for Sanity’s Sake: Starting at the Beginning

Game design is inherently complicated. It involves the interaction of many widgets and doodads, along with the exciting and often unpredictable human element. This complexity is magnified when the game is multi-player, as the vast majority of board games are. Keeping a handle on the numerous design decisions made throughout[…]


Tidbits: Vindicated!

I was reading an article posted on Press X or Die recently that discussed difficulty in gaming, much like I did a couple months ago. I found myself grinning and clapping like an idiot because the writer there had the same idea on what differentiates challenge from frustration. God Hand[…]


Challenge, Part 2: See Image

I bet you’ve been positively climbing up the walls to see the continuation of my previous post on challenge in game design. It’s been an unclosed loop, a loose end, a DREAM of yours yet unfulfilled. Don’t worry, I’m here to help. Aye, the supposed rub: You can’t design an[…]