Hey, gang! I've had some conversations lately with other game devs about that pain of writing rulebook copy. For me, this has always been kind of a non-issue because my day job is probably 25% writing technical manuals, specifications, procedures, and process flows. It's not a huge stretch to go from software to tabletop games. … Continue reading The Designer Diaries: Writing Game Rules – The Sandwich Challenge
Hey, gang! As game designers, it's really easy to take yourself too seriously. Let's face it - making anything takes an enormous amount of time and effort, and it's easy for it to become precious to you. But you've got to know when to just have fun. Your game can be funny. It can be tongue-in-cheek. It … Continue reading The Designer Diaries: What Makes a Great Filler Game?
Hey, gang! Playing games is fun. And if you're anything like me, then designing games is even more fun. But, like anything else in life that takes tons of time and energy, it's not immune to a creeping sense of fatigue. So what do you do when the thing you love most feels like it's... … Continue reading The Designer Diaries: Ten Ways to Beat Game Design Fatigue
Hey, gang! Like the title of this week's post suggests, I wanted to talk a bit about making room to expand your games. I mean this strictly in the physical sense (although making room for a game, thematically and mechanically may be the topic of another post in the future). If you're serious about expanding … Continue reading The Designer Diaries: Making Room for Expansions
Hey, gang! There's a commonly held belief that spending too much of your time focused on any one thing will give you tunnel-vision. This is true for any creative endeavor - visual art, writing, music, comedy, etc. And Kickstarter campaigns are no exception. What's generally recommended if this happens is to get feedback from an … Continue reading The Designer Diaries: The Importance of Kickstarter Page Feedback
Hey, gang! A couple weeks ago, I discussed some lessons I learned using social stretch goals for a Kickstarter campaign. In that post, I talked about some of the differences between social media platforms, as they relate specifically to tabletop game developers. Well, today, I want to take a deeper dive into the cool, cool … Continue reading The Designer Diaries: Social Media Tips for Game Developers
Hey, gang! I spent a good chunk of my early 20s learning to write fiction and screenplays, and part of that was learning to write about my fiction and screenplays. The back-cover copy. The press release. The cover letter. The pitch. And on and on. But for some reason, when I decided to turn Osprey Adrift into … Continue reading The Designer Diaries: Writing About Your Game
Hey, gang! I love it when Kickstarter games offer social stretch goals. It's one thing to add additional content/upgrades to a game because the campaign raised additional money - these 'traditional' stretch goals make perfect sense. Raise more money? Put it back into the game. But it's doubly cool when a creator spends the effort, … Continue reading The Designer Diaries: Kickstarter Social Stretch Goals
Hey, gang! I've been thinking a lot lately about different levels of player interaction in games. The reason for this is because - for as much as I love the deduce-and-eliminate interaction of Osprey Adrift, I really want to try something new (and perhaps a little more friendly) with another game I've been working on. Player … Continue reading The Designer Diaries: Interaction or Nah?
Hey gang! Today I wanted to talk about just a single mechanic - card drafting. Now that's pretty broad, but that's kind of the point of this post. Card drafting can be used in a huge number of ways to add to a game's experience. At it's core, card drafting simply means players take turns looking … Continue reading The Designer Diaries: Card Drafting