Balancing games is deceptively difficult. Even worse, there are subtle reasons why even if a game is perfectly, mathematically, demonstrably balanced, players will likely have even LESS fun. From...
Tag: pax
Go deep on the strategy of Carcassonne with a lecture from Rym and Scott, hosts of the Geeknights podcast. Then stick around for a special single-elimination Carcassonne tournament and put those tips...
Presented at PAX West 2017, this panel on rage quitting is about how gamers quit, why they quit, and what quitting really means in game design. The table gets flipped. The healer sits down in spawn...
Ostensibly, you play games to win. (Assuming we're talking about competitive games: you're not playing to "win" Dungeons & Dragons… are you?) But are really? Shouldn't you be winning a lot more...
Game design is a wide subject. The best approach to mastering it is to focus on the fundamentals, and what better place to do that than with Atari 2600 games? Join us for a deep game design analysis...
The rules of a game literally define it. In video games, they are intrinsic limitations. In tabletop, players must enforce them. In all games, players need to learn them. There are good and bad ways...