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  • Guest Post, JR Honeycutt: Make Choices, Feel Things

    JR Honeycutt is a developer and designer who is known throughout the industry for his work on legacy games from Seafall to Charterstone to the upcoming Betrayal Legacy. In the past, JR has worked with Dirk Knemeyer on the Tesla vs Edison franchise, and with Daryl Andrews on the Fantasy Fantasy sports franchise. JR, in »more

    March 12, 2018 Isaac Shalev Posted in: Guest Post, Thoughts 2 Comments
  • Design Patterns: Asymmetry and Player Interaction

    We’ve spent the last few weeks talking about various ways in which games start with asymmetry, or introduce it along the way, in order to reach the ultimate asymmetric outcome of winning and losing. Today, we’ll close our series on asymmetry by talking about player interaction. Broadly speaking, nearly every competitive game can be reduced »more

    March 6, 2018 Isaac Shalev Posted in: Patterns in Game Design, Thoughts 1 Comment
  • Design Patterns: Asymmetry And Opacity

    Welcome back! This is the third part of the asymmetry series. You can catch up here, or just keep reading. No prior knowledge required! Well… except this bit. Last week I said: I am not addressing the asymmetry that arises based on the natural outcome of non-mirrored gameplay. Players take turns and make decisions and »more

    February 5, 2018 Isaac Shalev Posted in: Patterns in Game Design, Thoughts 4 Comments
  • Design Patterns: Asymmetry (Part 2)

    Last week I introduced the topic of asymmetry, and wondered out loud about all the different ways we use the term. Is there any hope of putting some order to all the chaos we uncovered? Probably not. But we’ll try anyway! It might help to identify different categories of asymmetry. I’m going to try out »more

    December 6, 2017 Isaac Shalev Posted in: Patterns in Game Design, Thoughts No Comments
  • Design Patterns: Asymmetry (Part 1)

    Recently I’ve been frustrated by the term asymmetry in game design. What are asymmetric games? Common examples are Cosmic Encounter, Chaos in the Old World, Twilight Struggle, Android: Netrunner, or Fury of Dracula. Looking over that list, it’s clear that we mean lots of different things when we talk about asymmetry! Twilight Struggle, for example, »more

    November 27, 2017 Isaac Shalev Posted in: Patterns in Game Design 7 Comments
  • Design Pattern: I’ll Rates You!

    After last week’s post about worker placement games that dont’ favor buying a lot of workers, a lot of readers brought up some additional examples. By far the most common one was one of my favorite and most-played games of all time, Through the Ages. Thing is, TTA isn’t a worker-placement game. It’s a tableau-building, action »more

    November 15, 2017 Isaac Shalev Posted in: Patterns in Game Design 4 Comments
  • Design Pattern: Don’t Work Harder, Work Smarter

    When sitting down to learn a new worker placement game, many of us are just waiting for the answer to one question: how do I get more workers? Since workers are the currency of a worker placement game, getting more workers is the key to getting more of everything else: resources, turn order advantage and »more

    November 6, 2017 Isaac Shalev Posted in: Patterns in Game Design 4 Comments
  • Design Pattern: May The Force Be With You

    When I was about nine years old, I excitedly challenged my dad to a game of chess. I had just learned about the 4-move mate, which seemed like magic to me. My dad was a strong chess player, and he never took anything off of his fastball. I was excited to deliver a 4-move knockout blow »more

    October 17, 2017 Isaac Shalev Posted in: Patterns in Game Design No Comments
  • Design Patterns: You Can Also Use It As A Resource

    Recently, I’ve been addicted to Jump Drive, the latest game from Tom Lehman’s Race for the Galaxy world. This fast-playing card game carries on the central concept of the previous games in the series, which is that players play cards for their printed effects by paying a cost of a number of other cards. Each »more

    October 9, 2017 Isaac Shalev Posted in: Patterns in Game Design 3 Comments
  • Design Patterns: I Have Something To Show You

    I’ll never forget the first time I played Pandemic. After the very first outbreak, we performed the Intensify step, shuffled the discard pile and placed in on top of the draw deck. *Gulp.* We knew what was coming. Every turn going forward, we’d now draw the very same cities that had been infected in the »more

    September 25, 2017 Isaac Shalev Posted in: Patterns in Game Design 2 Comments
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