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WBC, Dragon Rage, Tabletop game design book

I was at WBC in Lancaster PA for three days recently. My Thursday night talk about game design had a pretty good attendance, perhaps slightly less than when it is on the weekend (I couldn't be there at the weekend this year).

A review of Dragon Rage appeared in a British blog:
http://rivcoach.wordpress.com/2011/08/08/review-dragon-rage-from-flatlin...
Also on BGG:
http://boardgamegeek.com/thread/684165/boardgames-in-blighty-reviews-dra...

Math in games--bad idea

At one of my game design talks at Origins I said that designers should avoid requiring players to do math, because so many younger people are very poor at doing math in their heads. One member of the audience let out odd shrieks of laughter: he just couldn't believe me.

Ruminations about why empires last

Sweep of history games, such as Britannia and its spinoffs, History of the World, and others (Eurasia and Rise and Fall of Assyria are two of my prototypes), are never far from my mind. I have two all-of-Europe games as well, and have dabbled with several all-of-China games. (China's current boundaries, and Europe, are close to the same size.)

A problem in an all-of-Europe sweep of history game is keeping the small nations extant. Historically, small nations tend to hang around in Europe, complete with separate languages and sometimes separate cultures. The problem in a Chinese sweep of history game is that the dynasties dominated (at times), so getting rid of the chafe is necessary. The small nations can't be allowed to stick around TOO long.

What makes a game “Epic”?

(This originally appeared in "Against the Odds" Magazine.)

While I don't believe a game designer can deliberately set out to design a "great" game, I DO believe a designer can set out to create an “epic” game, though this effort is just as subject to failure as any other game design.

The first time you design/make a game that you realistically want to commercially publish

A while ago I wrote some tips for those making a game for the very first time. (http://pulsiphergamedesign.blogspot.com/2011/05/so-youre-going-to-make-g... and elsewhere.) I assumed that you were not, at that point, making a game with realistic expectation of commercial publication-because it’s most unlikely that the first game you ever make will be published.

Now I want to discuss what you might do when you design a game with reasonable intention that it be commercially published. While my personal experience of commercial publication is related only to tabletop games, and I write this for tabletop designers first, I’ll cover video games as well. There’s a lot more to consider now, so this will be much longer than the first piece.

July Miscellany

(continuing to repeat by blogspot blog)

My monthly (sometimes) compilation of brief comments on games.

It's fairly easy to make a game that people will play once or twice, it's harder to make one they'll play five times, and it's really hard to make one they'll play a hundred times. In a sense, video game design is "easier" than tabletop design because the expectation is that people will play only once or twice. The drawback is that people will often play a video game a few minutes, or a couple hours, and then quit.

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Different ways for designers to think about/approach game design

[[While I repeat most of my game design blog (http://pulsiphergamedesign.blogspot.com/) on Boardgamegeek, I suppose it may help to repeat it here as well.]]

While my favorite game is "the game of designing games", I do occasionally try to find commercial publishers for them. (Not nearly as often as I "should," however.) But there are lots of reasons to design games, ways for designers to look at their role as game designers.

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by Dr. Radut