Art Waring
halozix.com
Hi folks, Hope you are having a good day.
Today I would like to talk a bit about game design, but not specifically limited to ttrpg's, as I personally find that studying as many different kinds of games can help to become a better creator of games in general. Understanding game mechanics from a variety of games (IMO) can help to grant you a wider range of problem solving techniques that you can apply to your game design.
For example, the first game I designed was a tiny little zombie card game, complete with extensive rules covering characters, locations, and how monsters behave. While it never did get published, I learned a lot about designing games that incentivize certain types of play-loops.
Anywho, this thread is about other kinds of games (like card games & board games & even video games), and how you can learn from their designs to better understand how to create a game that can focus on achieving what you want.
To start off, I will post a video by a new(ish) youtube channel the "Distraction Makers," a pair of game designers (one is a AAA game dev, the other is an indy designer). I think that they have a lot of good insight into game design, mechanical interactions, and evaluation of game designs. Here is a video discussing their attempts to make a system to evaluate game design. It is just an interesting approach so I thought I would post it here.
+Special shout out to @Scribe, as I know you were once into MTG, I thought you might like to see what designers are talking about these days (about how the game has changed). I don't personally engage with MTG products anymore, but I do still have a few EDH decks, and I still occasionally like to play a game with friends to take a break from ttrpg's.
P.S. Final Thought: As complex as MTG has gotten recently, ttrpg's look much easier to run in regards to having to remember the board state (something which can now become quite difficult with walls-of-text cards becoming the norm).
Today I would like to talk a bit about game design, but not specifically limited to ttrpg's, as I personally find that studying as many different kinds of games can help to become a better creator of games in general. Understanding game mechanics from a variety of games (IMO) can help to grant you a wider range of problem solving techniques that you can apply to your game design.
For example, the first game I designed was a tiny little zombie card game, complete with extensive rules covering characters, locations, and how monsters behave. While it never did get published, I learned a lot about designing games that incentivize certain types of play-loops.
Anywho, this thread is about other kinds of games (like card games & board games & even video games), and how you can learn from their designs to better understand how to create a game that can focus on achieving what you want.
To start off, I will post a video by a new(ish) youtube channel the "Distraction Makers," a pair of game designers (one is a AAA game dev, the other is an indy designer). I think that they have a lot of good insight into game design, mechanical interactions, and evaluation of game designs. Here is a video discussing their attempts to make a system to evaluate game design. It is just an interesting approach so I thought I would post it here.
+Special shout out to @Scribe, as I know you were once into MTG, I thought you might like to see what designers are talking about these days (about how the game has changed). I don't personally engage with MTG products anymore, but I do still have a few EDH decks, and I still occasionally like to play a game with friends to take a break from ttrpg's.
P.S. Final Thought: As complex as MTG has gotten recently, ttrpg's look much easier to run in regards to having to remember the board state (something which can now become quite difficult with walls-of-text cards becoming the norm).