Of Course You Can Design a Game, But Can You design a Good One?
Summary:
What does "good game" mean? A lot of different things to different people. But there are principles to follow before you use playtesting to determine your target market's reaction.
Description:
What does "good game" mean? A lot of different things to different people. But there are principles to follow before you use playtesting to determine your target market's reaction. The author of the book "Game Design" and the classic wargame Britannia leads the discussion. More information at Wikipedia: "Lewis Pulsipher"
Role-playing Game Design: What do RPGs Really Amount To?
Summary:
Many people dream about designing "role-playing games" but they often mean quite different things. The author of the book "Game Design" discusses the required & optional parts of RPG designs.
Description:
Many people dream about designing "role-playing games" but they often mean quite different things. Dr. P was contributing editor of both Dragon and White Dwarf magazines, and is author of the book "Game Design" and designer of the classic wargame Britannia. More information at Wikipedia: "Lewis Pulsipher"
"Ten mile long spaceships." Many people love Sci-fi games, especially wargames. This is mostly about space wargames, especially for more than 2 players.
Description:
"Ten mile long spaceships." Many people love Sci-fi games, especially wargames. These games have many of the virtues of naval games without being subsidiary to land warfare, armies, and the limitations of water. This is mostly about space wargames, especially for more than two players. The author of the book "Game Design" and the classic wargame Britannia leads the discussion. More information at Wikipedia: "Lewis Pulsipher"
The most intricate, complex, insane of human endeavors. Topics: the Great Dichotomies, modeling, realism & the chaotic nature of history, & making sure it's a game, not a straitjacket.
Description:
Wargames model the most intricate, complex, and insane of all human endeavors. Topics include the Great Dichotomies of wargame design, modeling, realism and the chaotic nature of history, research, and making sure it's a game, not a straitjacket. The author of the book "Game Design" and the classic wargame Britannia leads the discussion. More information at Wikipedia: "Lewis Pulsipher"