This is what the areas of the board might look like, including impossible or banished ideas you can still visit and mourn.pic.twitter.com/TKaRHUX5kt
Game designer at @romerogamesltd , @imirt_ie board member and mentor at @TabletopMentor.
Designing videogames by day and boardgames by night. He/Him
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This is what the areas of the board might look like, including impossible or banished ideas you can still visit and mourn.pic.twitter.com/TKaRHUX5kt
Lots of types of conflicts that come up when doing the big board process. For example: Mixed Messagespic.twitter.com/dtGBoTIL5d
Risks of this method: Very designy and analytical (not great for all team members), time investment with main stakeholders & depends on size of team, overpacking the schedule that can look overwhelming and few areas for people to fill like they can contribute new ideas later
Another risk: the illusion of objectivity, with definitions and ranking, and forgetting that humans made it; not getting bogged down in the board itself
Advice: stick to physical board not digital, welcome anyone to add to the board, always be building something, post it’s are bad because they fall off
I don’t have the energy to fully live tweet the other talks at PRACTICE so I highly recommend following @zarfeblong and @metasynthie who are even better live tweeters than me.
The maker of Powegrid is sharing his game development tools with the audiencepic.twitter.com/2irWq6pqAe
I love that during this talk on physicality of board games and structures of their systems, I can periodically hear “snip-snip” as the scissors make their way through the crowd.
Friedemann is showing how even complex patten fills are still reduced to a hex (which in turn can be reduced to a triangle)pic.twitter.com/mhkPVFPG1e
Friedemann says, “I think you all know trick-taking games.”
@mikegbrown will recall the pain of trying to explain trick taking to three designers.
In Germany he'd be right. :)
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