Blog regarding game design and publishing.


Blog post about Luck vs. Skill when designing games. Part of a new series following my game development, play-testing and publishing. 

http://www.tigercrabstudios.com/2017/01/game-design-luck-verses-skill-part-1.html


Comments

  • TigerCrabStudios Posts: 39Member

    2nd Blog post about Luck and Skill when designing games. The implementation of design goals. Part of a new series following my game development, play-testing and publishing.

    What are your favorite skill mechanics and luck mechanics?

    http://www.tigercrabstudios.com/2017/01/game-design-luck-and-skill-part-2.html


  • TigerCrabStudios Posts: 39Member

    New post regarding the economy in games and considerations when valuing different elements of the game. 

    "This would simulate a plentiful resource driving down prices in a realistic supply and demand economy, but could also force a very specific handicap to make sure one player does not get too far ahead of the other players. For example, in Ticket to Ride, placing one track scores 1 point, placing three track scores 4 points, and placing six tracks scores 15 points."

    http://www.tigercrabstudios.com/2017/02/game-design-resources-and-economy-part-1.html


  • TigerCrabStudios Posts: 39Member
    First play-testing debrief of my card game Nevera Wars. This time focused on rhythm and tempo...

    "More feedback came that because the players were able to complete their turn's actions in any order it kept a good rhythm to the play. Possibly because they were not having to revisit a guide to remind themselves what order they should be doing things in, but it also kept the turn more free flowing and personal."



  • TigerCrabStudios Posts: 39Member
    Second play-testing debrief of my card game Nevera Wars. This time focused on learning curve (with time-lapse video)...

    "My goal is for my game to be quick to learn mechanically, but have the potential for a lot of depth and strategy that players can spend a longer time learning and becoming an expert with. This curve is easier to implement in video games as there can be a tutorial, signposts and carefully calibrated difficulty curves. The program itself can also do a lot of the math in the background so the player can focus on the play. But with physical games there is much more responsibility on the player to engage with and absorb the mechanics and rules."

    http://www.tigercrabstudios.com/2017/03/play-testing-nevera-wars-2-learning.html


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