I love when games have unique gameplay, and that's why the vast majority of my games have a mechanical hook to them. A great example of this is my newest design, UV High, which is a roll & write game that allows for hidden information by using blacklight pens!
-
-
Show this threadThanks. Twitter will use this to make your timeline better. UndoUndo
-
-
-
Theme first and change everything until it feels right.
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
-
-
Obstinate and contrarian; that I am obstinate and contrarian.
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
-
-
"Euro" sensibilities underpinning organic ties between mechanisms and theme that all lead to high player interaction
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
-
-
My personal designs tend to feature elements of player interaction, the ability to mess with each other, and the ability to out-wit/out-position your opponents. The games often start “experience” first. “It would be cool/interesting/hilarious if you could...”
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
-
-
Distill mechanics down to their essence. Find the fun with the fewest rules. Build an endlessly replayable puzzle out of mechanics. Find ways to use what has come before in new combinations and adjacencies. Generate interesting decisions.
-
I think most of our games start with an interesting or novel mechanical idea, then we see if we can build an entire game around it while keeping it about the simple thing that is fun or challenging. When making larger games, it's all about the seamless interaction of systems.
End of conversation
New conversation -
-
-
Aside from entertainment, the theme is most important thing. Design, copy, layout, and supporting products need to make the player feel immersed in the setting. I'm even recording a soundtrack for a future board game.
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
-
-
Pre-2020: Emphasis on risk management, every option has a consequence/counterweight Post-2020: Emphasis on interplayer friction, every decision has ramifications that depend on how opponents react
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
-
-
I like big moments. I think a game is defined by the 2-3 highest intensity moments in it, and all of the systems are just trying to lead to that. Therefore, I like to have a lot of low-impact actions, followed by one ENORMOUS one.
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.