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Game Design Analysis Thread

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GamesPrecipice
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This year we've been writing about specific attributes of tabletop game design to assist up and coming designers.

This week we did a design analysis of some of the attributes of Terra Mystica that contribute to:

  • Creating barriers of entry to new players in the form of rules.
  • Determine balance factors which affect players.
  • Player involvement and rewards
  • Comments and criticism are always appreciated!

    http://www.gamesprecipice.com/terramystica/

    GamesPrecipice
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    Bora Bora

    As a follow-up to our Terra Mystica analysis we looked at Bora Bora from Stefan Feld.

    In the article we broke down each of the different scoring areas and the factors which affect their internal balance. We also looked at how Bora Bora handles its level of complexity in regards to new players.

    http://www.gamesprecipice.com/borabora/

    GamesPrecipice
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    Twilight Struggle

    We've continued our game design analysis with Twilight Struggle.

    We look at clever areas of theme, game-defining mechanics and the pacing structure among other things.

    http://www.gamesprecipice.com/twilightstruggle/

    The Professor
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    Great article!

    Today, I'm spending the afternoon with my daughter describing and defining the events of the Cold War period for the chapter which she's reading for her History class. As I'm in my 40s, I've lived though the second half of the Cold War (unlike her History teacher who was born in 1989!) and just came across your article...how timely!

    Anyway, while she's not a gamer, even she was impressed that a 10-year old game about the Cold War holds the top spot over at BGG. If the game has all of the right elements, it remains successful.

    Cheers,
    Joe

    questccg
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    Funny but cool.

    My writer is also well versed in the Cold War as well as the Cuban Missile Crisis... That's why I chose her as our "Creative Writer" who will be composing the nine (9) storylines about the Terran Megacorporations and how the backstory blends into the game.

    But yeah, it's kind of cool that she's re-writing our "Cold War" storyline!

    She also has a degree in History!

    GamesPrecipice
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    Two more articles

    We recently completed our second round of design analysis articles.

    Last month we did a design analysis of Bohnanza where we looked at:

    • Valuable takeaways from its approach to mitigating downtime.
    • Gratifying elements that generate player satisfaction.
    • Mechanisms that put power into the hands of players and provide a greater sense of control.

    http://www.gamesprecipice.com/bohnanza/

    This month we looked at two games side-by-side, Lewis & Clark and Concordia. We covered:

    • The useful applications of theme including a simple exercise for theme-first design
    • Game-defining mechanics including an extensive comparison of the hand building mechanisms in each game.
    • The strong pacing elements that allow games to get better as they go.

    http://www.gamesprecipice.com/dualanalysis/

    Comments and criticism are always appreciated! Thanks!

    GamesPrecipice
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    Two new design analyses:

    Two more game design analysis articles:

    We recently looked in-depth at Keyflower:

    http://www.gamesprecipice.com/keyflower/

    • We examined the strengths and weaknesses of the game's use of worker placement including how it resolves a common WP issue of turn order.
    • Where does Keyflower succeed in its incorporation of an auction or auction-like mechanic?
    • We looked at how Keyflower creates strong player decisions through the use of the four factors of Transparency, Energy, Perspective and Metamorphosis.

    We also just posted an analysis of Orleans:

    http://www.gamesprecipice.com/orleans/

    • We looked at the innovations Orleans uses in pool building mechanics and what we can learn from it.
    • How does the game use objectives and scarcity to motivate players and drive behaviour?
    • We looked at Orleans use of player interaction and the strengths and weaknesses the game has from a low degree of direct player interaction.

    Comments and criticism are always appreciated. Thanks for reading!

    The Professor
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    Glad you're back!

    I, for one, missed you guys. As one of the few purveyors of well-written and well-analyzed topics, I'm glad to have your penned articles again gracing my desktop.

    Cheers,
    Joe

    GamesPrecipice
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    Thank you Joe, We always

    Thank you Joe,

    We always appreciate the compliments. It's great to hear from you!

    -Alex

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