This is the sixth entry in a multi-part essay covering board game “Player Experience” or “PX”. We’ll reference a few earlier installments below, so maybe peek back at them before coming back here! During early research of this topic (the Player Experience / PX)Read more → PX 6: Player Experience Beyond the Time Box
Tag: game design
Player Experience is Other People
This is the third topic in a multi-part essay covering board game “Player Experience” or “PX” You don’t have to read the others first, but it does reference several concepts from before, so I highly recommend it. [pullquote] “L’expérience, c’est les autres” —Read more → Player Experience is Other People
Player Experience (PX) Series #1: A Primer on User Experience and Interface Design
This is an installment in a multi-part essay covering board game “Player Experience” or “PX” feel free to start at the beginning, or just jump right in! To begin our exploration of Player Experience (PX), I feel it’s important to takeRead more → Player Experience (PX) Series #1: A Primer on User Experience and Interface Design
Guest Post: One-Shots v. The Long Game
This is the second post in a guest series on One-Shot RPG adventures. This week’s post comes to you from Justin Helmer. Let’s go! – jw I guess I’ll start with a little background. The first time I had ever played was inRead more → Guest Post: One-Shots v. The Long Game
Guest Post: The Anatomy Of A One-Shot
This is the first post in a guest series on One-Shot RPG adventures. This week’s post comes to you from Ian F. White. Ian can be found online at his site. Without further ado, I turn you over to him! –Read more → Guest Post: The Anatomy Of A One-Shot
Designing from First Principles
I’ve written before about different tools for running play-tests, ideating on designs, and interpreting feedback, but none of those have ever really covered how to develop a framework around implementing that feedback. After I sent my proto off for publisher review,Read more → Designing from First Principles
After A Publisher Comes Knocking
As a first-time designer, one of the big questions I’ve always had is what the publishing process looks like once a design is picked up by a publisher. This summer, I got my first glance into that world. This year’sRead more → After A Publisher Comes Knocking
Get Out of the Game Room!
There’s an aphorism in the ‘startup’ world, where I spend most of my non-gaming time. “Get out of the office!” The point is that if you get bogged down in what you think is cool, you won’t actually build somethingRead more → Get Out of the Game Room!
Theme-first Board Game Design is Awesome
I know some in the board game design community consider it sacrilege, but I’m definitely a theme-first designer. I make heavy use of my Catch Sheet day to day, while sitting in meetings, walking around, or wasting time reading articles online. Usually severalRead more → Theme-first Board Game Design is Awesome
Valour: The Game
When we left off last week, I had the first physical prototype of my board game in-hand. Not knowing any better, I thought I might be near the end of the road. Now, after countless hours of play testing and revising,Read more → Valour: The Game