![Links: Balancing Designs, Testing Art, and Staying True to Your Work](https://cf.geekdo-images.com/vI3P_-YPuyzbKp7cn3dzcw__thumb/img/i62U7AelVTMhbLwaAN0jLPj6pOk=/fit-in/200x150/filters:strip_icc()/pic2921200.png)
• ToyNews deputy editor Billy Langsworthy writes about designer credits on toys and games, highlighting the discrepancy that occurs between mainstream and hobby games:
• Designer James Ernest reminds game publishers to test their final art:
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.
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.