Nick Bentley Makes Games
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Nick Bentley Makes Games
@nickbentley.bsky.social
Posts about game design. Director of Game Design at Dolphin Hat Games (Taco Cat Goat Cheese Pizza), former President of Underdog Games Studio (The Trekking Trilogy), former Director of Online Marketing at North Star Games, former Neuroscientist.
Reposted by Nick Bentley Makes Games
Most people learn games from half-remembered rules, in a fugue of distractions: kids, TV, phones, or just enjoying each other’s company

And most finely tuned hobby games need to be played perfectly and optimally or they’re … a rough experience

Recalibrate
February 5, 2026 at 2:43 AM
Something I’ve seen repeatedly in tabletop game design is designers mistaking a "situated experience" for a marketable game.

It looks like this:

🎲✂️(1/19)
February 9, 2026 at 11:02 PM
Reposted by Nick Bentley Makes Games
Today's 🎲✂️ observation after judging 10 @cardboardedison.com entries:

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.
February 4, 2026 at 4:48 PM
Personal Celebration:

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)
January 27, 2026 at 5:04 PM
Reposted by Nick Bentley Makes Games
Even the simplest rulesets in games can lead to incredible emerging complexities.

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... 🎲✂️
January 27, 2026 at 6:08 AM
As a game designer, you may have to fall in love with what you're making to make it well.

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.

🎲✂️
January 27, 2026 at 3:04 PM
Reposted by Nick Bentley Makes Games
10 Lessons From 5 Years of Game Design

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...
December 30, 2025 at 8:28 PM
Reposted by Nick Bentley Makes Games
Today's video is about approaching game design in a new way - trying to design a bad game from the start!

youtu.be/wj3IZtxw_PI

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Stop trying to design good games
YouTube video by Matthew Dunstan
youtu.be
January 19, 2026 at 10:47 AM
Reposted by Nick Bentley Makes Games
I increasingly spend time thinking about designing games for spectation as opposed to just active participation. On the extreme end, you have game shows, which are nearly 100% about spectation & interesting to me for that reason. But many types of games benefit from considering, What's fun to watch?
January 14, 2026 at 4:03 PM
I was startled at how much more I could see when I began rewatching recorded playtests.

I hadn't understood how my attention is pulled in the heat of conducting a test.

Rewatching affords a deeper kind of observation.

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January 17, 2026 at 4:27 PM
A split test is a playtest where players play two games back-to-back and then compare their experiences.

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)
January 15, 2026 at 8:36 PM
Note there are multiple flavors of "stuck".

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)
January 10, 2026 at 11:53 AM
Brag:

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.

🎲✂️
January 7, 2026 at 4:12 PM
An excellent framework for thinking about how to turn a good game into a good product (the two aren't the same):

TLDR: make a compelling promise, deliver on it, then exceed expectations.

jboger.substack.com/p/games-as-p...

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Games as Promises
How to design games that sell in three (very hard) steps.
jboger.substack.com
January 7, 2026 at 1:59 PM
This tip is specific to strategy game design. Two benefits:

👍 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)
January 6, 2026 at 5:01 PM
I suspect "in the wild", folks play games wrong more than many designers think.

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)
January 5, 2026 at 5:55 PM
If players touch the pieces too much in a game, it'll often feel fiddly.

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)
January 4, 2026 at 5:07 PM
Reposted by Nick Bentley Makes Games
As a game creator it’s part of my mission to make games that connect people in community with one another, creating memories and cementing relationships.

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.
Happy New Year, everyone! Here’s to another 12 months of telling stories rooted in radical imagination, centering revolutionary ways to look at each other and ourselves, and making art about the razor-sharp teeth of hope. ✨

Let’s kick 2026 in the ass!
January 2, 2026 at 5:12 PM
"Good design does not tell users what to do. It adapts to what they already do."
January 2, 2026 at 2:03 PM
Reposted by Nick Bentley Makes Games
My final video for 2025 compiles the lessons I learnt about games design this year, from rethinking how I work, what I want to design, and the people who I couldn't have done without.

Thank you everyone who has supported the channel this year, and have a wonderful 2026!

youtu.be/62zLZONQc4Q

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Game Design Lessons from 2025
YouTube video by Matthew Dunstan
youtu.be
December 31, 2025 at 8:03 AM
Reposted by Nick Bentley Makes Games
Decision paralysis occurs when players can’t make a choice, usually because there are too many options or the outcomes are too complex. This slows the game down and often leads to frustration.

There are a few design techniques you can use to reduce this (🧵1/6):
🎲✂️ #gamedesign #gamedev
a cartoon of batman with his hand on his chin
Alt: a cartoon of batman with his hand on his chin
media.tenor.com
December 29, 2025 at 9:04 AM
Reposted by Nick Bentley Makes Games
My first video looking back at 2025 - this one focussed on the state of the board game industry and what it means for designers.

A very happy holiday season to everyone!

youtu.be/XH4o2alaNoA

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The state of the board game industry for designers in 2025
YouTube video by Matthew Dunstan
youtu.be
December 26, 2025 at 10:05 AM
Reposted by Nick Bentley Makes Games
Day 8: Lest We Forget

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...
Dev Diary: The Road to Jigokudani | BGG
Lest We Forget Created for the Button Shy Holiday Challenge Lest We Forget is a deduction puzzle in which you piece together the tale of five unlikely friends who fought at Gallipoli. Using clues from...
boardgamegeek.com
December 28, 2025 at 8:44 PM
"There is no knowing for a fact. The only dependable things are humility and looking."
December 12, 2025 at 9:08 PM
Reposted by Nick Bentley Makes Games
Of course I would say this, but we need to talk about the moral & ideological case for play & leisure more than ever. So much political discourse - especially from the super-rich - assumes we ought to construct society around forcing citizens to spend most of their one, unrepeatable life working.
November 24, 2025 at 10:50 AM