Tag Archive for Pocket
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The 3 contracts that every game developer needs
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Talking about Women in Games
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Why Are You Rolling Dice?
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Game Design Philosophy: Writing it down
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The Winner’s Curse: A Primer for Board Gamers
The Winner Curses explains why the player winning the auction in Cottage Industry was losing the game. More specifically, the Winner curse explains what makes winning an auction so dangerous to a game player and why highly rational game player make the mistake of overbidding in a the game. from Pocket http://ift.tt/1BmvrWW via IFTTT
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Game Design Philosophy: Iterative Design
Last Game Design Philosophy lecture I used the Controlling idea to craft the XYZ’s of Olympic Snowboard Cross. Even though I have a core concept, the game is far from ready for prototyping, because I have yet to test the XYZ to make sure the game actually works. from Pocket http://ift.tt/1xxaLwX via IFTTT
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Market Mechanic Lecture: Auctions
Unlike the other market mechanisms mentioned thus far, an auction is one of the market mechanics that board game designers properly label. But, just because game designers can properly label an auction mechanic does not mean their game needs or is better because it induces an auction. from Pocket http://ift.tt/1xxaLgl via IFTTT
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GameWire
Welcome to the GameWire blog, where you’ll find everything you need to satisfy your gaming craving. Read musings by Bebo, articles by or about fancy gamer guests, or check out some beautiful pictures of games (and not just the sparkly new ones– the dusty vintage ones too). from Pocket http://ift.tt/Ws2Akm via IFTTT
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A serious look at tackling a design issue in a party game
This is a pretty long read, and it doesn’t culminate in any single strong outcome. It will give you some theoretical background, then introduce a design problem I’ve encountered with Side Effects. Then I’ll lay out possible fixes to the problem, and why I’m rejecting all but one. from Pocket http://ift.tt/1Adpf12 via IFTTT