Smart quirky little game design here. Cool blend of speed and strategy. Choice quote: “That shit’s fucking strategic right there”
Awesome talks by three strategy game designers. Nice range of approaches/opinions. Keith and Soren seem to agree that transparency of mechanics (like in board games) is very important, but Keith takes it a step further with the Core Mechanism reductionist model, whereas Soren seems more comfortable having a potentially more loosely related systems.
And Brad is a self proclaimed “Sauce” designer at a “Sauce” studio.
Also really interesting to hear the perspective that Keith’s approach “fetishises mechanics over experience” which seems to me to say you can’t have a great experience solely through mechanics. It isn’t true, as is demonstrated by many board games that simply use theme as a way to get you in the door (Bohnanza, RFTG, Love Letter, et al.), but it certainly can SEEM true (rules seem very dry for some reason, even when they can very easily be the most interesting part/exiting/engaging/suprising part of the experience).
Superhot is starting to look really awesome! Continuous space and continuous time, but with a turn-based type feel. Really interested in seeing where this one is going. This type of design seems like pretty fertile ground.
Really sweet in and in-depth article about Auro redesign. Super nice to see a designer trying to keep it their game healthy over the long term (esp. in a single player context).
Just a video link today! Thought this was interesting!
Crazy/insane/nutso week this week. Got 500+ plays on CubeMaze, released Stock Shock on the android store, and now started this blog!
It feels like this making games stuff is what I need to be doing right now. I hope you follow along with me so I can share some of my excitement!!