Blog post about Luck vs. Skill when designing games. Part of a new series following my game development, play-testing and publishing.
http://www.tigercrabstudios.com/2017/01/game-design-luck-verses-skill-pa...
Blog post about Luck vs. Skill when designing games. Part of a new series following my game development, play-testing and publishing.
http://www.tigercrabstudios.com/2017/01/game-design-luck-verses-skill-pa...
New post regarding the economy in games and considerations when valuing different elements of the game.
"This would simulate a plentiful resource driving down prices in a realistic supply and demand economy, but could also force a very specific handicap to make sure one player does not get too far ahead of the other players. For example, in Ticket to Ride, placing one track scores 1 point, placing three track scores 4 points, and placing six tracks scores 15 points."
http://www.tigercrabstudios.com/2017/02/game-design-resources-and-econom...
2nd blog post regarding economy and value within game design, with some tentative starting points.
I mean, what's it all worth?
http://www.tigercrabstudios.com/2017/02/game-design-resources-and-econom...
"Sometimes with design projects, it is more important to simply choose a starting point so that there is something to test against, instead of over-thinking or hesitating. I try to have the attitude of no matter what I do I will have to make a huge number of changes, so I should just choose some numbers that look good and get into the testing."
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2nd Blog post about Luck and Skill when designing games. The implementation of design goals in specific mechanics.
http://www.tigercrabstudios.com/2017/01/game-design-luck-and-skill-part-...