Our adventures are on their way back from their adventures and will hopefully be joining us next week here in town. For now we’ve got plenty of great conversation from the community.
Today marks a truly momentous occasion. To cut right to the chase, Greater Than Games and Dice Hate Me Games are coming together as a single publisher. Say hi to the whole team!
Greater Than Games and Dice Hate Me Games are Merging
Greater Than Games
However, in more recent years, I’ve found my interest in getting new physical boardgames on a sharp decline. For some reason, I’d much rather just play many of these games on the digital versions, single-player, or against bots. It seems like when I do, I’m getting the stuff I love about the games, only faster and more pure. Today, I’d like to unpack why that is, exactly, and make a recommendation to Eurogame designers.
Why Eurogames Are Inherently Single-Player Games
Books are based on their characters and their dangers center on them. Games are based around their outcomes. No outcome or a random outcome means no goal, no tension. It gets boring real fast. So we work backwards from that. We want an outcome that matters to the player. So we’ll have to set up dangers that matter to the player with regards to the outcome. How? We need to create dangers that hinge on choices the player makes.
What Good Books Can Teach Game Designers
Having dedicated lately more than the fair share of my time to publishing rather than designing, I realized that there is a downside of standardizing – it kills some of the creativity of designers (myself included) on the altar of delivering a marketable, user-friendly, industry standard product. The designer in me is trying to fight the other side of my board gaming personality (the publisher) screaming for more freedom and less standard components.
Your game must have tension to succeed. You must challenge your players to work within constraints, and force them to accomplish twice as many things as it seems they are able to do.
I’m Bruno Faidutti, I’m French (though I don’t care much about it), 53. I design games because my two passions are playing games and reading books, because I want to be creative, to impress myself and my friends, and because I’m far too lazy to write books.
How Bruno Faidutti Makes Games
And He Games
Let me start by saying that I am a fan of house rules, and I’m going to explain why. I’m not intending to change anyones opinions here, although my opinions on this matter have been changed over the years, so who knows. I will also try to describe the reasons some people give for not using house rules, and why those reasons don’t stop me using them
Whose Turn Is It Anyway?
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The Inquisitive Meeple
Hope to see you next week!