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