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Expanding On Game Design [Learning From Game Designers]
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<blockquote data-quote="Art Waring" data-source="post: 9431026" data-attributes="member: 7037141"><p>Hi folks, Hope you are having a good day.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>+Special shout out to [USER=6807152]@Scribe[/USER], 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><p></p><p>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).</p><p></p><p>[MEDIA=youtube]xkkc9KYpWhE[/MEDIA]</p></blockquote><p></p>
[QUOTE="Art Waring, post: 9431026, member: 7037141"] 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 [USER=6807152]@Scribe[/USER], 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). [MEDIA=youtube]xkkc9KYpWhE[/MEDIA] [/QUOTE]
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