Links: Balancing Designs, Testing Art, and Staying True to Your Work

Links: Balancing Designs, Testing Art, and Staying True to Your Work
Board Game: Battlestations: Second Edition
• On League of Gamemakers, designer/publisher Jeff Siadek offers advice on the topic of balance in game design: "Our first task is to recognize that balance is unattainable. Our second task is to obtain it. (All right, we'll approximate it)." He then goes on to offer suggestions on how to do this.

ToyNews deputy editor Billy Langsworthy writes about designer credits on toys and games, highlighting the discrepancy that occurs between mainstream and hobby games:

Quote:
Pandemic, Settlers of Catan and Ticket to Ride all list their creators on the box, and sometimes even the title's artist, and it makes sense. The games are closer aligned to literature in detail and the audience for these sorts of games are passionate fans who, and I'm generalising here, are more invested in these titles than casual gamers are for something like Hungry Hungry Hippos.
Board Game: Food Chain Magnate
• I love reading Brian Bankler's thoughts on games, such as his write-up/non-review of Food Chain Magnate. His write-ups are always engaging and personal, especially since he's not racing to cover everything in the world but instead simply digging into whatever hooks him the most.

• Designer James Ernest reminds game publishers to test their final art:

Quote:
This sounds obvious, but I think a lot of publishers don't do it. There are too many games out there where the art seems to interfere with playing the game. And sometimes you just can't see the problem on the computer screen.
Board Game Designer: Grant Rodiek
• Designer Grant Rodiek explores how to go from that important first step — figuring out the core gist of your game concept — to staying true to that concept as the design progresses toward completion:

Quote:
Firstly, you need to understand what your game is trying to accomplish. I think far too many designers are hyper focused erroneously on mechanism or theme. Noting you wish to make a worker placement game isn't sufficient. This is a well-established formula. A far superior goal would be to focus on a unique worker placement experience, and to hypothesize how that will come about...

Many years ago, I was trying to make a deck-building game. That was my goal. Guess what? I accomplished precisely that, and relatively quickly, too! But I also realized I had made a lousy version of Ascension.
He details this process with his current work-in-progress Gaia:

Quote:
For Gaia, I wanted to make a game about pre-constructed decks that felt satisfying in a limited card pool. I wanted a head to head experience that had a strong spatial component, particularly leaning towards tiles...

For Gaia, I needed to slowly verify the following elements:

• A limited card pool can support a variety of play styles.
• The spatial element is integral to the experience.
• There is sufficient complexity to provide legs, but not so much that people cannot dig through the pieces.
• The victory condition drives interaction.
• As a player's deck is limited (9 cards), how you play your cards is compelling.

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