Game Design

The Game Design tag identifies content focusing on game design in general; whether at Opie Games or in the industry.

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Game Design icon

Of the game design and development resources I have highlighted so far, this is the first that is a person rather than a brand. This is done with no intended slight to those highlighted previously; there are real people behind each one of them and in all cases a very small number of people (usually 2-4) behind each. What makes this case special is when I set out to write up this mention, I was at a loss to describe it in any way other than as Jamey himself.

John Parker

As stated in my other articles looking forward through 2015, I am not so interested in making New Years’ resolutions as setting some loose goals for the year. Keeping in step with 2014 here are a few:

John Parker

The New Year is an obvious time for reflection, so please excuse the navel-gazing.

This was the first year that I had any specific goals related to game design that I set out to achieve. Sure, there were several times in my life that I tinkered with game design and even constructed substantial prototypes, but I built those to play with friends or to train my mind. In December 2013 I decided that I was going to make an honest attempt at completing some of my game designs. By “completing” I meant making multiple thorough ideation-design-build-test iterations with the intent of developing a quality, marketable game. Having been supportive of several games on Kickstarter by that time, the power of possibility had grown enough that I was going to make the investment. By that time I had a couple new game ideas and one that I had iterated through 3 or 4 prototypes.

John Parker

I love a game with theme, but a theme without a mechanic is a story, not a game. I also love logic problems, but a logic problem without a mechanic is a puzzle. A game is many things, but ultimately what makes it a game is its mechanic(s) and what makes a good game is good mechanics. (OK. Maybe overstated, but this is the Mechanics section, right!?)

John Parker

The easiest statement about what Opie Games has planned for 2015 is, “more of what we did in 2014.” Obviously, generally I would like to do everything better, too. A few, more exact, 2015 objectives are:

John Parker

The Game Design Round Table is a podcast that combines the insights of successful designers of board and video games; David Heron, Dirk Knemeyer, Rob Daviau, and Soren Johnson. They also have guests who share their expertise in many game design related topics.

John Parker

Design Workbench

Design Objective

Now with a game that seems to be pretty solid and fun it is time to introduce Orientation as a card state. Orientation is the final (at least that we can think of at this time) card state important to the game. Its importance comes from the original goal of having a purely graphical game in which the scoring is obvious by the appearance of the grid. Along with making orientation important comes providing an action to manipulate it.

Will card orientation introduce more fun and new (desirable) player challenges or just complicate the game with little or no benefits? Let’s see.

The Dice Tower website, podcast, and anything you can think of to promote the board game hobby is the brain child of Tom Vasel. It is unlikely that you have found Opie Games without already being very familiar with the Dice Tower, but here is a quick breakdown. Eric Summerer has joined Tom as producer of the podcast and there are many contributors to the site and the web presence that is The Dice Tower. Tom and company produce an amazing amount of game related content every week.

John Parker

Design Workbench

Design Objective

Now that we have a sense of how the game plays, we are ready to make a few more changes. Although we started with fairly stripped down rules, we are going to try to strip them down a bit more. Previously we only allowed Actions and Locks to be played on Revealed cards. That made it simple to think about what was happening, but also imposed a rule; “the card must be revealed” that may not be necessary and may actually inhibit the game play. So what if the state of the card Concealed/Revealed doesn’t matter?

Is the game more interesting? Is it easier or more difficult to understand, explain, score, play, etc.? What new problems may arise from this new mechanism? Does it reduce or increase the rule set?