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April 2012 Miscellany

Thoughts about some game-related topics that are not long enough for separate blog posts.

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Quotation: "There's an old saying that I love about design, it's about Japanese gardening actually, that 'Your garden is not complete until there is nothing else that you can remove.'" --Will Wright (SimCity, The Sims, Spore, etc.)

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Is it more fun to be an expert, or to be in the process of becoming an expert, at playing a game?

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I’ve been Tanga’ed

http://www.tanga.com/deals/nitro-dice-the-card-game

Some people have told me that putting your product up on Tanga is a good way to get exposure. I have always felt like Tanga was a dumping ground for slow moving product.

We will see if this leads to a boost in sales beyond Tanga or just as a way for Minion Games to free up some warehouse space.

My Goal as a Game Creator

IMG_1681.JPG

As an educator (history, government, and economics) I truly believe that students need to be able to cooperate with diverse people groups in order to be successful in the world. I have spent over 10 years in a high school classroom and each year that goes by convinces me of this crucial skill - yes, a skill! Students can, nay must!, be taught how to communicate effectively, be flexible in how they approach solving problems, and learn how to 'play nice' with others.

Victory

Victory

Victory is our up coming game. It's a 2 player war game how ever it's not a card game.

Silly Dice Wars

We had to design the dice sticker and the back of the game cards did not care for thet way they turned out so a bit longer on publishing it

Some Game Playing Styles, and How Games Match One Style or Another

(Parts of this were originally published in Dragon magazine, September 1982, and in revised form in The Games Journal, February 2005, revised again on GameCareerGuide, 26 November 2009, and yet further revised on GameDev.net in 2010)

A big obstacle for beginning game designers is the common assumption that everyone likes the same kinds of games, and plays the same way, that they do. If they love shooters, they think EVERYone loves shooters. If they like strategic games, they assume EVERYone likes them. If they love puzzles, they suppose EVERYone does. They may say they understand the diversity, but emotionally they don’t.

Why should board game designers & publishers care about online games?

And more specifically, why should they care about _my_ take on why they should care? I can explain it in under four minutes in my new video: http://www.globalgamespace.org/index.php/blog/what-can-global-gamespace-...

Games of Maneuver vs. games of "combat dominance"

One of the first things I do with beginning game design students is give them sets of "Clout Fantasy" pieces and a large vinyl chessboard, in groups, to have them make up games. I have water-soluble markers so that they can draw on the chessboards if they choose. They enjoy the exercise, they get used to working in groups (which also helps them get to know one another), and ultimately they learn that designing a good game isn't as easy as they thought it would be. It also teaches them to work under constraints.

Back from traveling.

I had to leave town on business and now I'm back. This hiatus though has left me still itching to work on my game but given me a break from working on it everyday.

Six words about zombie games

(I've had some medical problems that have distracted from writing about games lately, but this should be of interest.)

According to tweetdeck, one of the trending:worldwide topics on twitter not so long ago was 6 word stories. In the past few months I've asked people to say 6 words about game design, programming, wargames, stories in games, casual games, and innovation (and plagiarism) in games.

This time the challenge is this: say six (interesting or amusing) words about zombie games.

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by Dr. Radut