For this special livestream, I hung out with two of the founders of Strife Games to talk about the challenge of creating casual design. While their focus is on tabletop, the lessons we talked about could also apply to traditional game design as well.
Fail states in video games are something that no player wants to see happen, and yet they are required in order to create tension and allow the player to feel like they’ve won. Figuring out how much to punish the player for failing is tough, and can mean the difference between giving them the push to rise up or pushing them away permanently.
Today’s Industry Insight is on the Dangers of Going Big, or when a studio decides to go all in on an unproven concept. I talked about why there is such an allure of doing this, and the rewards and dangers of doing so.
Game genres feature wildly different skill sets and understanding, and you cannot translate what you know in one to others.
This week, we went live for a discussion on Tabletop game design with Brian Cronin. He is currently working on the tabletop card game: One Last Job. We talked about how luck and probability impacts the design and playing of a game.
This is part 2 of a chat we had, with part 1 going up on Game-Wisdom in a few weeks.
To follow Brian and learn more about the game, here are some links: