Games Precipice

?

Channel Reputation Rank

#1160
?

Activity Status

Stale

last updated

According to the data and stats that were collected, 'Games Precipice' channel has a mediocre rank. The feed was last updated more than a year ago. In addition 'Games Precipice' includes a significant share of images in comparison to the text content. The channel mostly uses long articles along with sentence constructions of the intermediate readability level, which is a result that may indicate difficult texts on the channel, probably due to a big amount of industrial or scientific terms.

About 'Games Precipice' Channel

On the Edge of Great Ideas

? Updates History Monthly Yearly
? Content Ratio
? Average Article Length

'Games Precipice' provides mostly long articles which may indicate the channel’s devotion to elaborated content.

short

long

? Readability Level

'Games Precipice' provides texts of a basic readability level which can be quite comfortable for a wide audience to read and understand.

advanced

basic

? Sentiment Analysis

'Games Precipice' contains texts with mostly positive attitude and expressions (e.g. it may include some favorable reviews or words of devotion to the subjects addressed on the channel).

positive

negative

Recent News

Unfortunately Games Precipice has no news yet.

But you may check out related channels listed below.

January Guest Interview – Professor Chris Hlas

[...] One of the most amazing benefits we have as a game design blog is the chance to talk with individuals from all corners of game design. When we saw an [...]

Approachability – Captivate A Captive Audience (Part II)

[...] of Hyperbole Games. In his coverage of the topic he uses an analogy of a cup and with each game design we are asking our players to fill their cup. As game designers we may not wish to admit it but [...]

Introduction to Approachability

[...] teachability in games. So what is approachability and how does it relate to game design? To put it simply, Approachability emerges by removing the barriers of entry for new players. [...]

Approachability – Extending the Invitation

[...] This month we’re looking at approachability in game design. How do we remove the initial barriers to entry that new players face in games? This week we [...]

Game Design Analysis – Terra Mystica

[...] our design analysis to some of our favorite games from the past couple of years. Up today is Terra Mystica, which was released in 2012, nearly won the Kennerspiel des Jahres (and did win a host of [...]

Dodging Dissatisfaction in Game Design

[...] we covered in terms of the Parsimony axiom of approachability and for which we praised Terra Mystica, among other games, for functional hybrid player aids/player mats. Terra Mystica is [...]

March Guest Interview – Jamey Stegmaier

[...] I’d be to tempted and the cost would get out of hand quickly. Matt: I keep going back to Terra Mystica on this one. It’s a perennial fixture in the BGG top 10, was a finalist for the 2013 [...]

Introduction to Game-Defining Concepts

[...] After some in-depth design analyses of a couple of our favorite recent games, Terra Mystica and Bora Bora, this month, we’re taking a closer look at some iconic mechanics and components [...]

Vanity and the Downfall of Aspiring Game Designers

[...] to a growing interest in boardgame design. Still, we face some recurring questions from new game designers which may indicate a concern I’d like to address. What if someone steals my game idea? How [...]

Approachability – Captivate A Captive Audience (Part I)

[...]  the player a long term target and now we need to show players their available choices. Game designers often discuss immersion; surrounding the player with the ambiance of theme and make [...]

Approachability – The Learning Curve

[...] implementation often conflicts with our axiom of parsimony so it can be a challenge for game designers to identify the proper balance of ideas. Conclusion Both clarity and navigation are essential [...]

Integrating Theme with Design

[...] Probably the single most important aspect of theme for game designers is how a game’s theme and mechanics interact. As Alex described in this month’s introductory [...]

How do we evaluate games? – Collection Value

[...] Value: Our final perspective might come from gaming completionists. Perhaps you follow a game designer closely and enjoy each one so much that the next one announced is an automatic buy. Maybe you [...]

The Role of Playtesting in Game Design

[...] Feld to involve a menu of available actions based on rolling dice. One of the best things a game designer can do, in turn, is to play up to those expectations. Listen to the feedback generated during [...]

September Guest Interview – Vital Lacerda

[...] latest work achieves publication. This month we’re excited to bring you an interview with a game designer that has stood out to us for his work with interesting themes. Vital […] [...]

March Guest Interview – Jamey Stegmaier

[...] thought process as their work achieves publication. This month we are thrilled to be joined by game designer and Kickstarter trailblazer Jamey Stegmaier. In the fall of 2012 he co-founded Stonemaier [...]

Approachability – Captivate A Captive Audience (Part I)

[...] previous items and encourage the player to invest their time in enjoying the game. Clarity Clarity is the process of framing the options available to a player during a turn. Hopefully  [...]

Game Design Analysis – Terra Mystica

Image courtesy of BGG User MarcelP From January through May, we published article series on game balance, the “dimensions” of games, means of ass [...]

Introduction to Approachability

Our monthly topic for April is Approachability, a concept so important that we’ve spent the last few months laying the ground work. In February, we [...]

Introduction to Approachability

[...] the game as the player becomes acquainted with mechanics and the flow of play. The approachability axiom of assurance is an extension of the loosely defined game design concepts of “ [...]

?Key Phrases
January Guest Interview – Professor Chris Hlas

[...] One of the most amazing benefits we have as a game design blog is the chance to talk with individuals from all corners of game design. When we saw an [...]

Approachability – Captivate A Captive Audience (Part II)

[...] of Hyperbole Games. In his coverage of the topic he uses an analogy of a cup and with each game design we are asking our players to fill their cup. As game designers we may not wish to admit it but [...]

Introduction to Approachability

[...] teachability in games. So what is approachability and how does it relate to game design? To put it simply, Approachability emerges by removing the barriers of entry for new players. [...]

Approachability – Extending the Invitation

[...] This month we’re looking at approachability in game design. How do we remove the initial barriers to entry that new players face in games? This week we [...]

Related channels