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#gamedesign — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #gamedesign, aggregated by home.social.

  1. I've been thinking a lot more about the idea that the player's build is them volunteering for specific experiences.

    Like, if they take lockpicking, it's not because they want to pick locks, it's because they want to feel like they're a thief.

    This means rewarding them for picking lockpicking by giving them locks to pick is not helpful, because a random box they can minigame open is not very thiefy

    But how can you create varied experiences without enormous bespoke content costs?

    #GameDesign 🧵

  2. I decided to freeze the action phase changes for iteration 3.5.

    The structure is cleaner now: unified locations, fewer exceptions, and up to 3 actions per move.

    I’m currently solo-testing it as five players, while shifting design work to the entertainment phase.
    Goal: more tactical competition for characters, more player interaction, and better tempo.

    #BoardGameDesign #GameDesign #TabletopGames #HistoricalGames #WIP

  3. Visual Note from the Past

    Der Stephansplatz in Wien bei Regen, Paul Kaspar, 1928.

    This is, of course, more than 100 years after the Congress of Vienna – but St. Stephen’s Cathedral is timeless, and the rainy atmosphere felt like the right way to begin this small visual research series.

    #ArtHistory #Vienna #BoardGames #GameDesign

  4. Visual Note from the Past

    Der Stephansplatz in Wien bei Regen, Paul Kaspar, 1928.

    This is, of course, more than 100 years after the Congress of Vienna – but St. Stephen’s Cathedral is timeless, and the rainy atmosphere felt like the right way to begin this small visual research series.

    #ArtHistory #Vienna #BoardGames #GameDesign

  5. Visual Note from the Past

    Der Stephansplatz in Wien bei Regen, Paul Kaspar, 1928.

    This is, of course, more than 100 years after the Congress of Vienna – but St. Stephen’s Cathedral is timeless, and the rainy atmosphere felt like the right way to begin this small visual research series.

    #ArtHistory #Vienna #BoardGames #GameDesign

  6. Visual Note from the Past

    Der Stephansplatz in Wien bei Regen, Paul Kaspar, 1928.

    This is, of course, more than 100 years after the Congress of Vienna – but St. Stephen’s Cathedral is timeless, and the rainy atmosphere felt like the right way to begin this small visual research series.

    #ArtHistory #Vienna #BoardGames #GameDesign

  7. Visual Note from the Past

    Der Stephansplatz in Wien bei Regen, Paul Kaspar, 1928.

    This is, of course, more than 100 years after the Congress of Vienna – but St. Stephen’s Cathedral is timeless, and the rainy atmosphere felt like the right way to begin this small visual research series.

    #ArtHistory #Vienna #BoardGames #GameDesign

  8. OK, let's talk about contiguousness in spacefaring video games.

    There's an obsession with always leaving the player in 100% realtime control in video games, even if it means the game has to make absurd time and space scaling choices.

    While I've mostly preferred the idea of player-triggered "time passes" mechanisms, spacefaring offers another option: changing seats.
    🧵
    #GameDesign

  9. OK, let's talk about contiguousness in spacefaring video games.

    There's an obsession with always leaving the player in 100% realtime control in video games, even if it means the game has to make absurd time and space scaling choices.

    While I've mostly preferred the idea of player-triggered "time passes" mechanisms, spacefaring offers another option: changing seats.
    🧵
    #GameDesign

  10. OK, let's talk about contiguousness in spacefaring video games.

    There's an obsession with always leaving the player in 100% realtime control in video games, even if it means the game has to make absurd time and space scaling choices.

    While I've mostly preferred the idea of player-triggered "time passes" mechanisms, spacefaring offers another option: changing seats.
    🧵
    #GameDesign

  11. OK, let's talk about contiguousness in spacefaring video games.

    There's an obsession with always leaving the player in 100% realtime control in video games, even if it means the game has to make absurd time and space scaling choices.

    While I've mostly preferred the idea of player-triggered "time passes" mechanisms, spacefaring offers another option: changing seats.
    🧵
    #GameDesign

  12. OK, let's talk about contiguousness in spacefaring video games.

    There's an obsession with always leaving the player in 100% realtime control in video games, even if it means the game has to make absurd time and space scaling choices.

    While I've mostly preferred the idea of player-triggered "time passes" mechanisms, spacefaring offers another option: changing seats.
    🧵
    #GameDesign

  13. A small enemy with a grand journey throughout our game’s development! Getting the feel and feedback just right can depend on seemingly tiny details like color and movements denoting behaviour. But game development is filled with tiny details, especially the ones that make the biggest impact. Now that you’ve met this little foe, what would you name it?

    #gamedevelopment #gamedev #indiegame #gamedesign

  14. Let's talk about eating! In video games!

    #GameDesign 🧵

    Yesterday I talked about using drinking, cigs, drugs, etc as a method of changing the interaction type for a short time to allow the player to do puzzles or advance the story in particular ways.

    But what about just plain ol' eatin'?

    This is one of the shittiest mechanics in modern games, where a timer counts down and you have to eat every 8.2 seconds in order to... not die, or continue regenning, or whatever penalty they threaten.

  15. Let's talk about eating! In video games!

    #GameDesign 🧵

    Yesterday I talked about using drinking, cigs, drugs, etc as a method of changing the interaction type for a short time to allow the player to do puzzles or advance the story in particular ways.

    But what about just plain ol' eatin'?

    This is one of the shittiest mechanics in modern games, where a timer counts down and you have to eat every 8.2 seconds in order to... not die, or continue regenning, or whatever penalty they threaten.

  16. Let's talk about eating! In video games!

    #GameDesign 🧵

    Yesterday I talked about using drinking, cigs, drugs, etc as a method of changing the interaction type for a short time to allow the player to do puzzles or advance the story in particular ways.

    But what about just plain ol' eatin'?

    This is one of the shittiest mechanics in modern games, where a timer counts down and you have to eat every 8.2 seconds in order to... not die, or continue regenning, or whatever penalty they threaten.

  17. Let's talk about eating! In video games!

    #GameDesign 🧵

    Yesterday I talked about using drinking, cigs, drugs, etc as a method of changing the interaction type for a short time to allow the player to do puzzles or advance the story in particular ways.

    But what about just plain ol' eatin'?

    This is one of the shittiest mechanics in modern games, where a timer counts down and you have to eat every 8.2 seconds in order to... not die, or continue regenning, or whatever penalty they threaten.

  18. Let's talk about eating! In video games!

    #GameDesign 🧵

    Yesterday I talked about using drinking, cigs, drugs, etc as a method of changing the interaction type for a short time to allow the player to do puzzles or advance the story in particular ways.

    But what about just plain ol' eatin'?

    This is one of the shittiest mechanics in modern games, where a timer counts down and you have to eat every 8.2 seconds in order to... not die, or continue regenning, or whatever penalty they threaten.

  19. I was thinking about the "agency inversion" lens when it comes to picking backstories in CRPGs.

    For example, if you pick a "farmer" background as opposed to a "space soldier" background, what sort of differences should there be in the game to reflect that choice?

    Common conception is that there should be mentions of it. Maybe one or two small alternate routes in certain quest lines.

    But let's consider what the player is doing:

    They are volunteering to be a specific person.

    #GameDesign 🧵

  20. I was thinking about the "agency inversion" lens when it comes to picking backstories in CRPGs.

    For example, if you pick a "farmer" background as opposed to a "space soldier" background, what sort of differences should there be in the game to reflect that choice?

    Common conception is that there should be mentions of it. Maybe one or two small alternate routes in certain quest lines.

    But let's consider what the player is doing:

    They are volunteering to be a specific person.

    #GameDesign 🧵

  21. I was thinking about the "agency inversion" lens when it comes to picking backstories in CRPGs.

    For example, if you pick a "farmer" background as opposed to a "space soldier" background, what sort of differences should there be in the game to reflect that choice?

    Common conception is that there should be mentions of it. Maybe one or two small alternate routes in certain quest lines.

    But let's consider what the player is doing:

    They are volunteering to be a specific person.

    #GameDesign 🧵

  22. I was thinking about the "agency inversion" lens when it comes to picking backstories in CRPGs.

    For example, if you pick a "farmer" background as opposed to a "space soldier" background, what sort of differences should there be in the game to reflect that choice?

    Common conception is that there should be mentions of it. Maybe one or two small alternate routes in certain quest lines.

    But let's consider what the player is doing:

    They are volunteering to be a specific person.

    #GameDesign 🧵

  23. I was thinking about the "agency inversion" lens when it comes to picking backstories in CRPGs.

    For example, if you pick a "farmer" background as opposed to a "space soldier" background, what sort of differences should there be in the game to reflect that choice?

    Common conception is that there should be mentions of it. Maybe one or two small alternate routes in certain quest lines.

    But let's consider what the player is doing:

    They are volunteering to be a specific person.

    #GameDesign 🧵

  24. Today I looked it up and I am convinced: #StarFox is a #shmup.

    In both #StarFox and classic #ShootEmUps like #RType, the #player controls the same two axes, left, right, up and down. The #game moves you forward automatically in both cases, whether the screen scrolls sideways or into the depth.

    A true "rail #shooter" would be something like #VirtuaCop, where you have zero movement #control and only aim. #StarFox gives you full freedom on two axes. The label "rail shooter" is simply inaccurate.

    #StarFox is a #3D shmup. That is all.

    #Gaming #RetroGaming #SNES #Nintendo #GameDesign #Arcade #LinuxGamer

  25. Today I looked it up and I am convinced: #StarFox is a #shmup.

    In both #StarFox and classic #ShootEmUps like #RType, the #player controls the same two axes, left, right, up and down. The #game moves you forward automatically in both cases, whether the screen scrolls sideways or into the depth.

    A true "rail #shooter" would be something like #VirtuaCop, where you have zero movement #control and only aim. #StarFox gives you full freedom on two axes. The label "rail shooter" is simply inaccurate.

    #StarFox is a #3D shmup. That is all.

    #Gaming #RetroGaming #SNES #Nintendo #GameDesign #Arcade #LinuxGamer

  26. Today I looked it up and I am convinced: #StarFox is a #shmup.

    In both #StarFox and classic #ShootEmUps like #RType, the #player controls the same two axes, left, right, up and down. The #game moves you forward automatically in both cases, whether the screen scrolls sideways or into the depth.

    A true "rail #shooter" would be something like #VirtuaCop, where you have zero movement #control and only aim. #StarFox gives you full freedom on two axes. The label "rail shooter" is simply inaccurate.

    #StarFox is a #3D shmup. That is all.

    #Gaming #RetroGaming #SNES #Nintendo #GameDesign #Arcade #LinuxGamer

  27. Today I looked it up and I am convinced: #StarFox is a #shmup.

    In both #StarFox and classic #ShootEmUps like #RType, the #player controls the same two axes, left, right, up and down. The #game moves you forward automatically in both cases, whether the screen scrolls sideways or into the depth.

    A true "rail #shooter" would be something like #VirtuaCop, where you have zero movement #control and only aim. #StarFox gives you full freedom on two axes. The label "rail shooter" is simply inaccurate.

    #StarFox is a #3D shmup. That is all.

    #Gaming #RetroGaming #SNES #Nintendo #GameDesign #Arcade #LinuxGamer

  28. Today I looked it up and I am convinced: #StarFox is a #shmup.

    In both #StarFox and classic #ShootEmUps like #RType, the #player controls the same two axes, left, right, up and down. The #game moves you forward automatically in both cases, whether the screen scrolls sideways or into the depth.

    A true "rail #shooter" would be something like #VirtuaCop, where you have zero movement #control and only aim. #StarFox gives you full freedom on two axes. The label "rail shooter" is simply inaccurate.

    #StarFox is a #3D shmup. That is all.

    #Gaming #RetroGaming #SNES #Nintendo #GameDesign #Arcade #LinuxGamer

  29. Gamification lets physical toys compete with screens by adding goals, feedback, progression, and replayability. hackernoon.com/how-game-design #gamedesign

  30. Gamification lets physical toys compete with screens by adding goals, feedback, progression, and replayability. hackernoon.com/how-game-design #gamedesign

  31. Gamification lets physical toys compete with screens by adding goals, feedback, progression, and replayability. hackernoon.com/how-game-design #gamedesign

  32. Gamification lets physical toys compete with screens by adding goals, feedback, progression, and replayability. hackernoon.com/how-game-design

  33. Gamification lets physical toys compete with screens by adding goals, feedback, progression, and replayability. hackernoon.com/how-game-design #gamedesign

  34. #ScribesAndMakers May 12 - Our next featured creator is a Table Top Role Playing Game designer. Do you play, or have you played, TTRPGs?

    Oh most certainly! I mostly Dungeon Master games.

    I like doing board game design for fun and I have injected some of my own design ideas into a session or magic item along the way.

    My best was the Pirate’s Parlay. Built out a social encounter with some skill check elements that made things interesting and fun. Grog was involved 😁
    #ttrpg #gamedesign

  35. #ScribesAndMakers May 12 - Our next featured creator is a Table Top Role Playing Game designer. Do you play, or have you played, TTRPGs?

    Oh most certainly! I mostly Dungeon Master games.

    I like doing board game design for fun and I have injected some of my own design ideas into a session or magic item along the way.

    My best was the Pirate’s Parlay. Built out a social encounter with some skill check elements that made things interesting and fun. Grog was involved 😁
    #ttrpg #gamedesign

  36. #ScribesAndMakers May 12 - Our next featured creator is a Table Top Role Playing Game designer. Do you play, or have you played, TTRPGs?

    Oh most certainly! I mostly Dungeon Master games.

    I like doing board game design for fun and I have injected some of my own design ideas into a session or magic item along the way.

    My best was the Pirate’s Parlay. Built out a social encounter with some skill check elements that made things interesting and fun. Grog was involved 😁
    #ttrpg #gamedesign

  37. #ScribesAndMakers May 12 - Our next featured creator is a Table Top Role Playing Game designer. Do you play, or have you played, TTRPGs?

    Oh most certainly! I mostly Dungeon Master games.

    I like doing board game design for fun and I have injected some of my own design ideas into a session or magic item along the way.

    My best was the Pirate’s Parlay. Built out a social encounter with some skill check elements that made things interesting and fun. Grog was involved 😁
    #ttrpg #gamedesign

  38. #ScribesAndMakers May 12 - Our next featured creator is a Table Top Role Playing Game designer. Do you play, or have you played, TTRPGs?

    Oh most certainly! I mostly Dungeon Master games.

    I like doing board game design for fun and I have injected some of my own design ideas into a session or magic item along the way.

    My best was the Pirate’s Parlay. Built out a social encounter with some skill check elements that made things interesting and fun. Grog was involved 😁
    #ttrpg #gamedesign

  39. Big changes to inventory screen! ✨ We've focused on clarity; a clearer title, obvious empty slots and a tool tip that scales to match the content.

    What do you think?

    #gamedev #gamedesign #indiedev