Quigley
quigjam.bsky.social
Quigley
@quigjam.bsky.social
Digital and Tabletop Game Designer
LIVE NOW Fantasy in My Backyard: bit.ly/backyard-rpg

https://linktr.ee/quigjam
[email protected]
Creating a connected experiences between players doesn't have to be complicated, functioning as simply passing a message along or updating a valley. What it does do is create a comment of community in a game/hobby that can otherwise insolated.
February 7, 2026 at 6:45 AM
For PREQUEL, I had a passing thought of setting up and email and awarding players with a custom bachelor's, master's, and doctorate in villainy for screenshot submitted fighting the game's bosses.
February 7, 2026 at 6:45 AM
Bungie has uniquely build a similar tradition by offering exclusive physical merchandise for completing achievements in Destiny 2. Players can order pins once their account completes an expansion's storylines or limited edition rings for completing the game's hardest raids.
February 7, 2026 at 6:45 AM
Creating a shared experience can transcend outside gameplay to physical rewards and accolades. The classic “arcade leaderboard” is a great example, high scores and names, some real some jokes, left behind by strangers who previously used the cabinet.
February 7, 2026 at 6:45 AM
I have a nostalgic memory of carrying my Nintendo 3DS around in high-school and always being overjoyed when the game's local streetpass connection would connect to some stranger.

It didn't matter if there wasn't any tangible benefit, just passing by a other players made carrying the device novel.
February 7, 2026 at 6:45 AM
Subnautica encapsulated this feeling with its “time capsule” mechanic where at the game's end players could leave a package for another to find.

Although never meeting, something as small as a message make players in an otherwise single player game feel connected.

youtu.be/wdR3ZhuG5NU?...
Let's Players Reaction To Leaving A Time Capsule For Other Players | Subnautica
YouTube video by ReadyPlayerReact
youtu.be
February 7, 2026 at 6:45 AM
Creating moments where otherwise disconnected players can share their trials and accomplishments opens the door for games to be connected experiences where, in contrast to other mediums, another player's action can have a direct benefit on gameplay.
February 7, 2026 at 6:45 AM
In a game purposely build to provide the player accomplishment through hardship, Miyazaki wanted to create a feeling of passing comradery between players.
February 7, 2026 at 6:45 AM
In a 2022 interview with the New Yorker, Fromsoft's Hidetaka Miyakai said he had the inspiration for the games mechanic while trapped in a snow storm. With his car trapped, a group of strangers got out and helped him push the vehicle up hill but vanished into the white as quickly as they came.
February 7, 2026 at 6:45 AM
When done well, playful abilities add a new dimension of discovery for players letting them feel special succeeding in ways that feel "enjoyably illegal" in contrast to regular gameplay.
February 6, 2026 at 5:35 AM
While creating a playful abilities that provide unique opportunities and variance is great, the idea only succeeds when contrasted with a predictable "mundane" core system. Players need to know the ground rules so they can feel cool breaking them.
February 6, 2026 at 5:35 AM
Great evidence an design is succeeding at being playful is the players interest in experiment to for fun "edgecases". Debate around "the proper use" of an ability with no clear winner means the space is narrow enough to require the conversation but wide enough for their to be multiple applications.
February 6, 2026 at 5:35 AM
I tried to emulate to these principals for Fantasy in My Backyard, giving each a community a power that let them "play" differently.

The Fable's power I succeeded the back basically turning the player into "drama queens" that cause problems in anyone's relationships (including their own).
February 6, 2026 at 5:35 AM
Powered by the Apocalpyse games live or die on these principals design, building conditions and rewards that feel thematically rewarding for their playbook's archetype beyond "swordy mcksword swings to hit"
February 6, 2026 at 5:35 AM
A great example are a lot of the hero abilities in Draw Steel like "Hesitation is Weakness" that simply lets you always go after another hero instead of waiting. Playful abilities don't have to be complicated, they just need to produce a feeling of "breaking the rules".
February 6, 2026 at 5:35 AM
A bad example is the "Dungeon Delver" feat from Dnd 5e, extremely strong if you plan to spend long periods in stereotypical dungeon environments, useless in most other scenarios. Additionally the player doesn't feel like they're "getting away" with anything in contrast to the "Actor".
February 6, 2026 at 5:35 AM
Abilities that open up spaces otherwise not available are tricky. They have not provide a benefit conditional enough to be novel but have enough applications to allow for exploration. Too conditional, the ability likely bounces between too irrelevant or too strong. Too broad and there's no "magic".
February 6, 2026 at 5:35 AM
There is a sub-section of augments that do not give a direct advantage and rather warp how you play the game.

For example, The clothesline augment creates a link between two characters together that burns each enemy it passes through. Not a direct buff but does upon up a novel space for players.
February 6, 2026 at 5:35 AM
These augments are intentionality game warping, giving advantages that are usually pretty direct buffs to the player's experience. For sure, choosing a static buff that will benefit the "strategically best option" but going for the weirder option opens up a whole new dimension to the game.
February 6, 2026 at 5:35 AM
In Teamfight Tactic's core game and League of Legend's Arena and ARAM Mayhem mode, players are periodically offered a choice of 3 permanent buffs. These augments are largely random and not connected to the player's starting character options.
February 6, 2026 at 5:35 AM