And most finely tuned hobby games need to be played perfectly and optimally or they’re … a rough experience
Recalibrate
And most finely tuned hobby games need to be played perfectly and optimally or they’re … a rough experience
Recalibrate
It looks like this:
🎲✂️(1/19)
It looks like this:
🎲✂️(1/19)
Strive for high coherence across your components, mechanics, and theme.
When all 3 align, the mechanics are easier to learn, it's satisfying to use the components, and players feel immersed in the world.
Strive for high coherence across your components, mechanics, and theme.
When all 3 align, the mechanics are easier to learn, it's satisfying to use the components, and players feel immersed in the world.
I managed the design studio that made the Trekking games, and I designed Trekking the World 2nd Edition.
Just snapped this pic at Target. Those games are making their way in the world!
(and are surrounded by killers on those shelves)
I managed the design studio that made the Trekking games, and I designed Trekking the World 2nd Edition.
Just snapped this pic at Target. Those games are making their way in the world!
(and are surrounded by killers on those shelves)
There are only 12 card types in Abandon All Artichokes (if you include the Rhubarb expansion), and yet there are a huge number of possible configurations, depending on... 🎲✂️
There are only 12 card types in Abandon All Artichokes (if you include the Rhubarb expansion), and yet there are a huge number of possible configurations, depending on... 🎲✂️
But then remember there's a broad distribution of opinion about each game, and now you're likely on its positive tail.
Now you're at risk of going blind to what folks elsewhere in the distribution think.
🎲✂️
But then remember there's a broad distribution of opinion about each game, and now you're likely on its positive tail.
Now you're at risk of going blind to what folks elsewhere in the distribution think.
🎲✂️
Over the past two weeks I've been writing a series of mini dev-diaries finding a lesson from each of the 10 games I've finished.
Which ones resonate with you? Have you come across these in your designs?
The full series: boardgamegeek.com/thread/36308...
Over the past two weeks I've been writing a series of mini dev-diaries finding a lesson from each of the 10 games I've finished.
Which ones resonate with you? Have you come across these in your designs?
The full series: boardgamegeek.com/thread/36308...
youtu.be/wj3IZtxw_PI
🎲✂️
youtu.be/wj3IZtxw_PI
🎲✂️
I hadn't understood how my attention is pulled in the heat of conducting a test.
Rewatching affords a deeper kind of observation.
🎲✂️(1/2)
I hadn't understood how my attention is pulled in the heat of conducting a test.
Rewatching affords a deeper kind of observation.
🎲✂️(1/2)
It’s now my default testing method.
This thread explains why it’s been transformative for me and how to do it well.
🎲✂️(1/18)
It’s now my default testing method.
This thread explains why it’s been transformative for me and how to do it well.
🎲✂️(1/18)
Here I'm mostly talking about this feeling:
"I see no good options and I don't know how to advance."
...rather than:
"I don't know how to choose between my options."
But the latter can also be a problem if it slows the game too much.
🎲✂️(1/3)
Here I'm mostly talking about this feeling:
"I see no good options and I don't know how to advance."
...rather than:
"I don't know how to choose between my options."
But the latter can also be a problem if it slows the game too much.
🎲✂️(1/3)
This past Saturday, I conceived, designed, made files for, printed, sleeved, and tested a game in under an hour.
Today the company I work for greenlit it.
Personal record for return-on-design time.
🎲✂️
This past Saturday, I conceived, designed, made files for, printed, sleeved, and tested a game in under an hour.
Today the company I work for greenlit it.
Personal record for return-on-design time.
🎲✂️
TLDR: make a compelling promise, deliver on it, then exceed expectations.
jboger.substack.com/p/games-as-p...
🎲✂️
TLDR: make a compelling promise, deliver on it, then exceed expectations.
jboger.substack.com/p/games-as-p...
🎲✂️
👍 players can learn the rules in pieces, over turns, instead of all at once.
👍 It can create an escalating game arc.
But be careful not to make the early turns *too* simple. That can make for a boring first impression.
🎲✂️(1/2)
👍 players can learn the rules in pieces, over turns, instead of all at once.
👍 It can create an escalating game arc.
But be careful not to make the early turns *too* simple. That can make for a boring first impression.
🎲✂️(1/2)
I also think there's a degree to which this can't be fixed, thanks to 2 unfixable issues:
1. lots of folks dislike learning rules, so they learn poorly
2. our short term memory is tiny
🎲✂️(1/3)
I also think there's a degree to which this can't be fixed, thanks to 2 unfixable issues:
1. lots of folks dislike learning rules, so they learn poorly
2. our short term memory is tiny
🎲✂️(1/3)
It'll also add cognitive burden: using our hands requires surprising brain power (I was once a neurobiologist).
Protip: count touches-per-turn in tests
🎲✂️(1/4)
It'll also add cognitive burden: using our hands requires surprising brain power (I was once a neurobiologist).
Protip: count touches-per-turn in tests
🎲✂️(1/4)
In truth choosing joy, community, and play *is* a radical idea in this day and age.
Taking account of that power and using it is revolutionary.
Let’s kick 2026 in the ass!
In truth choosing joy, community, and play *is* a radical idea in this day and age.
Taking account of that power and using it is revolutionary.
Thank you everyone who has supported the channel this year, and have a wonderful 2026!
youtu.be/62zLZONQc4Q
🎲✂️
Thank you everyone who has supported the channel this year, and have a wonderful 2026!
youtu.be/62zLZONQc4Q
🎲✂️
There are a few design techniques you can use to reduce this (🧵1/6):
🎲✂️ #gamedesign #gamedev
There are a few design techniques you can use to reduce this (🧵1/6):
🎲✂️ #gamedesign #gamedev
A very happy holiday season to everyone!
youtu.be/XH4o2alaNoA
🎲✂️
A very happy holiday season to everyone!
youtu.be/XH4o2alaNoA
🎲✂️
Today's takeaway: It's easy to fall into the trap of creating something because it's interesting to design rather than interesting to play, especially if you've come up with a really clever mechanic
boardgamegeek.com/thread/36308...
Today's takeaway: It's easy to fall into the trap of creating something because it's interesting to design rather than interesting to play, especially if you've come up with a really clever mechanic
boardgamegeek.com/thread/36308...