Do you know of any [4X] games that will let you fight back after being beaten down, or have the AI be able to come back after you start to gain an advantage over them?This seems like such an obvious question to ask, and yet it’s one that apparently few, if any, 4X developers have seriously raised, let alone crafted gameplay mechanisms to answer. What’s fascinating about this question is that, while seemingly simple, it nevertheless strikes at two critical points: (#1) the core of what 4X games are; and (#2) the perennial frustrations players have with unsatisfying late game gameplay.
Showing posts with label Theoretical Rambling. Show all posts
Showing posts with label Theoretical Rambling. Show all posts
January 20, 2020
The Curious Case of 4X Games, Efficiency Engines, and Missing Strategic Gambits
4 comments:
I've long been a fan of the 4X genre, while also being frequently critical of it and its many floundering conventions. Despite the renaissance and watershed of renewed interest in the genre, there is a worrying lack of design advancement in my estimation. A recent reddit post and ensuing discussion on r/4xgaming encapsulated nearly all my frustrations with the 4X videogame genre in a single question:
November 6, 2019
A Beautiful Mess: Frameworks, Sandboxes, and Avant-Garde Designs
No comments:
Warning: This is going to be a meandering post on a topic I’m struggling to wrap my brain around. The intent of my fumbling is to trigger a discussion on the topic at hand, and thus better illuminate the subject and my own understanding. Let’s see if I’m successful.
Over the past few years I’m finding myself increasingly drawn to games that I have affectionately started to describe as “beautiful messes” to my compadres. A game that is a beautiful mess, in my mind, is one that dispenses with some portion of conventional gaming wisdom in order to do something strange, unusual, and often viewed as imperfect - and often results in a very different feeling experience.
Over the past few years I’m finding myself increasingly drawn to games that I have affectionately started to describe as “beautiful messes” to my compadres. A game that is a beautiful mess, in my mind, is one that dispenses with some portion of conventional gaming wisdom in order to do something strange, unusual, and often viewed as imperfect - and often results in a very different feeling experience.
September 18, 2019
Shakedown: Tabletop Game Classification and the BGG Database
No comments:
If you haven’t seen the news, BGG has launched a major change to the game database. The mechanisms/mechanics descriptors for game entries has been greatly expanded in alignment with a recently published book on game mechanisms, Building Blocks of Tabletop Game Design (2019) by Geoffrey Engelstein and Isaac Shalev.
The synopsis is that we’ve gone from 51 terms for mechanisms to 186 terms. The new set is, by virtue of the sheer number of them, considerably more detailed. Instead of a singular “worker placement” we now have seven different mechanical nuances defined for worker placement games.
The synopsis is that we’ve gone from 51 terms for mechanisms to 186 terms. The new set is, by virtue of the sheer number of them, considerably more detailed. Instead of a singular “worker placement” we now have seven different mechanical nuances defined for worker placement games.
April 19, 2019
Keyforge: IMPACT Deck Analysis
3 comments:
Like many, I heard about Keyforge, from Fantasy Flight Games, last year, months before its proper release. As a former Magic: The Gathering player (circa 1994-1997 and sporadically thereafter) I was curious about Keyforge and how it would play. As a designer, I was downright intrigued by Richard Garfield's creation. As a gamer staring down the barrel of less free time, the prospect of playing a collectible card card (CCG) game without the expense and time most CCG’s require - what with all the card collecting and deck construction furor - was enough to sell me on the idea.
July 18, 2016
This Thing Called Strategy
1 comment:
For the past few years, a question has been haunting my dreams: What is strategy? A narrower follow up question is: What makes a compelling strategy game?
One reason this question has been bothering me, particularly in terms of 4X or Civilization-style games, is that so often the gameplay does not feel like what strategy is or ought to be, at least for me. If the gameplay isn’t strategy, then what exactly is it? And if I’m not getting what I want out of a strategy game, then what in the heck do I really want?!
I have a number of pet theories floating around these troubling questions, which might help me work towards an answer. Fair warning though, much of this article will be spent in the realm of “pontification” or “theorycrafting.” Back in the old days, we called this “BSing.” You’ve been warned!
Labels:
4X/Civ,
Boardgames,
Critical Inquest,
Theoretical Rambling,
Video Games
October 21, 2015
Delusions of Grandeur (Part 1)
6 comments:
Preamble: A Fool’s Quest
It may come as no surprise that I have aspirations to design a 4X game. I’m sure many of you reading the headline have entertained such thoughts as well. And while I have designed and published a 4X board game (and am no stranger to the design process) my spider-sense tells me that designing a 4X video game is like navigating a minefield. There is so much that can blow up. We also appear to be entering a heyday for 4X games, which begs the question “do we need yet another 4X game rampaging through the market?” Probably not. But that isn’t going to stop me from dreaming and putting forward a vision for what I feel would be something unique and different.
It may come as no surprise that I have aspirations to design a 4X game. I’m sure many of you reading the headline have entertained such thoughts as well. And while I have designed and published a 4X board game (and am no stranger to the design process) my spider-sense tells me that designing a 4X video game is like navigating a minefield. There is so much that can blow up. We also appear to be entering a heyday for 4X games, which begs the question “do we need yet another 4X game rampaging through the market?” Probably not. But that isn’t going to stop me from dreaming and putting forward a vision for what I feel would be something unique and different.
August 10, 2015
A Genomic Framework for Game Analysis
5 comments:
Theoretical frameworks are conceptual models or tools that help us organize our thinking and enhance our understanding of how different concepts interrelate. Much of Big Game Theory! has focused on developing frameworks to help make sense of games. This effort has been directed towards developing language, terminology and associated concepts to support both game design and game analysis. Whether you are a designer, a critic, or a player, these frameworks can help us articulate an idea, dissect a reaction or "feeling" we have, and be more aware of how games operate "under the hood."
One of my larger ambitions has been towards developing a "Science of Board Games." This post is the latest installment in this line of thinking, expanded to include all games (video games, tabletop games, etc.), and is an effort to unify different frameworks that have been presented by myself and others over the years. A shortcoming of many earlier frameworks is that, while they are useful, they are also not terribly specific. I’m interested in looking at a larger range of terms we use to discuss games and see how all of these terms might integrate into a more cohesive and unified model for understanding games.
July 30, 2015
The Rise of Boardgame-Like Games and the Platform Paradox
1 comment:
The last year has felt that the various scions of the gaming world are on a collision course. Digital games are increasingly being released cross-platform on desktop, console, and mobile platforms. The boardgame market continues to grow and is spilling over into the mobile market place through digital boardgames at a faster rate. Videogame developers are taking note and designing and marketing games with "boardgame-like qualities".
Yet all of these interaction points, between serious (hardcore) gamers and mobile gaming, between boardgames and mobile games, and between videogame design notions and boardgame-like-ness, are sources of tension. But in every issue there is an opportunity, right? I can't help but forecast a bit into the future and envision an ecosystem of games that evolve at this nexus of gaming pressures: original and cross-platform digital games that embrace "boardgame-like" design principles and appeal to both serious/hardcore gamers as well as a broader segment of the market.
This post will break down these trends and provide some reflection on what I think it could mean. This is all total speculation and reporting based on my observations and discussions with others. Discussion of all forms is encouraged! Let's get on with the show.
Yet all of these interaction points, between serious (hardcore) gamers and mobile gaming, between boardgames and mobile games, and between videogame design notions and boardgame-like-ness, are sources of tension. But in every issue there is an opportunity, right? I can't help but forecast a bit into the future and envision an ecosystem of games that evolve at this nexus of gaming pressures: original and cross-platform digital games that embrace "boardgame-like" design principles and appeal to both serious/hardcore gamers as well as a broader segment of the market.
This post will break down these trends and provide some reflection on what I think it could mean. This is all total speculation and reporting based on my observations and discussions with others. Discussion of all forms is encouraged! Let's get on with the show.
February 5, 2015
The Snowball and the Steamroller: Fundamental Challenges in 4X Game Design
1 comment:
4X games are predicated on exploring some unknown geography, expanding your control into newly discovered regions, exploiting resources from those regions, and using those resources to build up forces and exterminate your opponents (who are trying to do the same to you!). Typically, 4X games aim to convey the machinations of entire empires, and hence have a large geographic scale in mind.
This basic premise of large-scale empires fighting for resource control to fuel a military domination struggle creates some fundamental challenges for 4X game design, which has been central to whole quest to make the net big 4X game to live up to Master of Orion 2’s legacy. I covered some of the failings of 4X games in an earlier post, A Failure to End, but want to expand on some of those points in this post. As I see it, the challenges are inter-related, but stem from a set of relatively simple issues:
- Issue #1 - City Spam & Snowballing
- Issue #2 - “One Big Battle” and the Steamroller
- Issue #3 - Micromanagement, Tedium, and Drag-out
These three issues are, I feel, the central challenge of 4X game design. And how the design of different games in the genre handles (or fails to handle) this interlinked challenge does as much to differentiate titles as to account for a game’s overall success, failure, or lasting legacy.
Edit: The awesome crew over at eXplorminate covered this topic from the perspective of the "endgame" experience: The 4X Endgame and its Follies and their article is also worth looking at in light of this fundamental challenge perspective.
This basic premise of large-scale empires fighting for resource control to fuel a military domination struggle creates some fundamental challenges for 4X game design, which has been central to whole quest to make the net big 4X game to live up to Master of Orion 2’s legacy. I covered some of the failings of 4X games in an earlier post, A Failure to End, but want to expand on some of those points in this post. As I see it, the challenges are inter-related, but stem from a set of relatively simple issues:
- Issue #1 - City Spam & Snowballing
- Issue #2 - “One Big Battle” and the Steamroller
- Issue #3 - Micromanagement, Tedium, and Drag-out
These three issues are, I feel, the central challenge of 4X game design. And how the design of different games in the genre handles (or fails to handle) this interlinked challenge does as much to differentiate titles as to account for a game’s overall success, failure, or lasting legacy.
Edit: The awesome crew over at eXplorminate covered this topic from the perspective of the "endgame" experience: The 4X Endgame and its Follies and their article is also worth looking at in light of this fundamental challenge perspective.
Labels:
4X/Civ,
Age of Wonders,
Theoretical Rambling,
Video Games
November 25, 2014
The Player’s Point of View: Theme and Framing the Experience
No comments:
So a while ago I started a Google spreadsheet file dubbed the “Game Tracker,” wherein I keep list of games that I’m interested in playing in the future. As the list grew and grew; and then grew some more – in concert with my available time shrinking and shrinking; and then shrinking some more – putting the games into an assortment of buckets so that I could prioritize my interest among like-seeming games became important. But hold onto this thought!
Now rewind back two years (give or take) when I was working more actively on the Game Genome Project. If you need a refresher, the Game Genome Project is a BGG guild comprised of various individuals looking to develop a nomenclature and/or classification scheme for boardgames. The basic premise of the project is this:
The Game Genome Project is a comprehensive and collaborative effort to identify the full range of traits (aka genes or characteristics) that can be used to describe board games along with the corresponding tools and practices for assessing and assigning these traits to individual games. The purpose of these activities is to provide the board game community with a more effective and commonly understood lexicon (vocabulary) for discussing board games and support analytical investigation of the boardgaming hobby.
One of the “traits” to investigate relates to the theme of a game, and we quickly arrived at two major distinctions: the theme as it relates to mechanics (level of abstraction vs. fidelity), and the theme itself as a subject and frame of reference for the experience. Theme as it relates to mechanics is a highly fascinating topic, and will be covered in more detail in the future. Till then, and to satiate your burning desires, I’ll direct your attention to this most excellent post by qwertymartin: How do you wear your theme sir?
As for theme as subject and frame of reference, there are a few key dimensions we considered: Scope, Setting, and Subject (yes, I deliberately made them all s-words!). To discuss how these work and apply, I’m going to bring us back to my little “Game Tracker” conundrum and see how these dimensions of defining a game’s theme might be used as a frame for understanding different experiences. Here we go!
Now rewind back two years (give or take) when I was working more actively on the Game Genome Project. If you need a refresher, the Game Genome Project is a BGG guild comprised of various individuals looking to develop a nomenclature and/or classification scheme for boardgames. The basic premise of the project is this:
The Game Genome Project is a comprehensive and collaborative effort to identify the full range of traits (aka genes or characteristics) that can be used to describe board games along with the corresponding tools and practices for assessing and assigning these traits to individual games. The purpose of these activities is to provide the board game community with a more effective and commonly understood lexicon (vocabulary) for discussing board games and support analytical investigation of the boardgaming hobby.
One of the “traits” to investigate relates to the theme of a game, and we quickly arrived at two major distinctions: the theme as it relates to mechanics (level of abstraction vs. fidelity), and the theme itself as a subject and frame of reference for the experience. Theme as it relates to mechanics is a highly fascinating topic, and will be covered in more detail in the future. Till then, and to satiate your burning desires, I’ll direct your attention to this most excellent post by qwertymartin: How do you wear your theme sir?
As for theme as subject and frame of reference, there are a few key dimensions we considered: Scope, Setting, and Subject (yes, I deliberately made them all s-words!). To discuss how these work and apply, I’m going to bring us back to my little “Game Tracker” conundrum and see how these dimensions of defining a game’s theme might be used as a frame for understanding different experiences. Here we go!
August 12, 2014
Defined by Committee: Games and the Language Thereof
6 comments:
It's futile. That is what a lot of people say when I, or many others, start to get all big-wordy when the subject of game analysis or critical review, or other forms of game-related theorizing and pontificating take root. The argument is that (1) we're never going to agree on terms, or (2) this topic has been endlessly debated before, or (3) why do you think you are right, or (4) even if we all agree on terms not everyone is going to use them correctly, or (5) what a waste of time.
My opinion is that without talking about the language we use to discuss games, we are going to be challenged to actually talk about games in a way that opens the door for critical analysis or discovery If we don't advance the language we are in a holding pattern. And even if any particular conversation doesn't yield something tangible and applicable, the discussion nevertheless helps with knowledge building and working towards a common understandings - or at least framing our disagreements and differing perspectives.
July 15, 2014
Towards a Grand Unified Theory of Boardgamery
10 comments:
Part 3 of the series, Theme vs. Mechanics: The False Dichotomy, presented an interesting Venn diagram showing how "theme" manifests in relation to a game's rules, its components, and what we imagine about the game at hard. The blog post I'm writing today started off as a desire to refine the concept Mark Major proposed; but consequently has cascaded into a watershed moment for me. This moment has coalesced a number of threads of game design and theory I've been wrestling with since starting this blog. For my thinking at least, this moves me a few steps closer towards a Grand Unified Theory of Game-Stuff. No way! you say? Yes way!
June 17, 2014
Schools of Design and Their Core Priorities
6 comments:
One of the regular topics on this blog has to do with the classification of games and the pursuit of a theory or framework that describes the operation and resulting experience of playing board games.
This interest is not driven by the assumption that we'll ever find a perfect system for actually classifying games. Rather, I feel the pursuit of such classification efforts and building a framework for understanding generates interesting discussion, builds knowledge, and creates insights that can be of value on their own.
I've discussed, in an earlier blog post, the idea of trying to define broader categories of games (e.g. What makes a euro a euro?). I want to return to this topic but bring in some other insights and references that I've come across, which will hopefully provide a more tangible and comprehensive picture.
This is a monstrous post ... you have been warned!
This interest is not driven by the assumption that we'll ever find a perfect system for actually classifying games. Rather, I feel the pursuit of such classification efforts and building a framework for understanding generates interesting discussion, builds knowledge, and creates insights that can be of value on their own.
I've discussed, in an earlier blog post, the idea of trying to define broader categories of games (e.g. What makes a euro a euro?). I want to return to this topic but bring in some other insights and references that I've come across, which will hopefully provide a more tangible and comprehensive picture.
This is a monstrous post ... you have been warned!
Labels:
Boardgames,
Critical Inquest,
Design,
Theoretical Rambling
February 10, 2014
Game Format: Competitive, Cooperative, and Semi-Quasi-Collaboration Games
No comments:
One of my interesting side projects has been working with a few other BGG’ers in the Game Genome Project Guild. I’ve referenced this earlier on the blog, but the Game Genome Project (2.0) is an effort to start mapping all of the various characteristics of games across a number of different traits. One of the topics that’s been a fascinating source of speculation and reasoning has been the “Game Format” traits.
The “Game Format” trait is an attempt to describe the structure of a game in terms of its possible win conditions and teaming arrangements. Broadly, this trait can be used to define whether a game is cooperative or competitive (or in between), and whether formal teams are allowed and whether those teams are known, hidden, dynamic, or static over the course of the game. The effort to map all of this has led to some interesting observations – most notably that there are a lot of gaps where there do not appear to be many (or any) games that exist. Designers, get motivated!
This blog post will present the game format flow chart (enlarged at the end) by way of explaining the approach and key ideas that the brain trust developed. I should note that two fellow BGG’ers have been instrumental in developing this, and are equal collaborators on the effort. So big a shout out to FlyingArrow and Selwyth.
The “Game Format” trait is an attempt to describe the structure of a game in terms of its possible win conditions and teaming arrangements. Broadly, this trait can be used to define whether a game is cooperative or competitive (or in between), and whether formal teams are allowed and whether those teams are known, hidden, dynamic, or static over the course of the game. The effort to map all of this has led to some interesting observations – most notably that there are a lot of gaps where there do not appear to be many (or any) games that exist. Designers, get motivated!
This blog post will present the game format flow chart (enlarged at the end) by way of explaining the approach and key ideas that the brain trust developed. I should note that two fellow BGG’ers have been instrumental in developing this, and are equal collaborators on the effort. So big a shout out to FlyingArrow and Selwyth.
January 16, 2014
The Gulf Between: Civ vs 4X Games
No comments:

October 10, 2013
Conflict Soup for the Gamer’s Soul
No comments:
This post was a key link in the Game Genome Project effort to characterize a particular dimension of games, in this case the level of competition in a game. It has been a great reference post that clarifies my thinking on the topic quite nicely. I hope you find it helpful as well. (July 7, 2014)
Lewis Pulsipher's recent post, “Competition, direct conflict, wargames, and screwage games,” discussed the degree of conflict in a game. The post stirred up a number of prior conversations I’ve had on the topic, and in particular the thinking a number of us invested in the Game Genome Project – specifically in the “competitiveness” category.
I posted a reply to Lewis’ post summarizing my stance on the subject, but thought it could warrant additional conversation, clarifications, examples, and general blabbering. So here we go...

Lewis Pulsipher's recent post, “Competition, direct conflict, wargames, and screwage games,” discussed the degree of conflict in a game. The post stirred up a number of prior conversations I’ve had on the topic, and in particular the thinking a number of us invested in the Game Genome Project – specifically in the “competitiveness” category.
I posted a reply to Lewis’ post summarizing my stance on the subject, but thought it could warrant additional conversation, clarifications, examples, and general blabbering. So here we go...

July 24, 2013
What makes a Euro a Euro?
No comments:

I’ve been meaning to write this post for a while, in large part as a response to an older article, The Essence of Euro-style Games by Lewis Pulsipher at the Games Journal. His article discussed 13 points, which he felt broadly defined the eurogame. Since the time the article was written, 2006, I feel the list remains only partially valid as the cauldron of eurogames has grown immensely since that time, and in particular the complexity of many euro designs has increased markedly since then.
Really, Pulsipher’s article is more successful at defining a particular slice of the broader euro-game spectrum: the “German family game.” German family games started the whole eurogame phenomena - and many of the underlying tenants of German family game design remain signature aspects of eurogames today. Yet the early German family games were designed to fit a particular social niche (note the word “family” in the label) and breaking out of that context we’ve seen designs evolve in all kinds of directions, particularly in regard to complexity and game length, yet they all share a common ancestry.
So, this post is an attempt to “update” the list of traits that typically make a euro a euro – and not something else. But first, a disclaimer:
January 25, 2013
Searching the Depths: Strategy, Tactics, and the Deception of Complexity
No comments:
Ah, this was a fun - but tricky - post! The thinking I developed here has carried with me well on my design endeavors as I try to accentuate and emphasize the strategic depth of a design without adding unjustified complexity. It also clarifies, for me at least, some of the key distinctions between strategy and tactics and how those relate to goals and shaping the decision space of a game. Enjoy! (July 3, 2014)
Gamers often discuss the concept of depth - and along with it strategy, tactics, and complexity - with a great deal of fervor. I am guilty as charged. For a while now, have been ruminating on the nature of depth and I how I have come to understand it. I’m driven by an interest in putting my thumb on what qualities in games tend to relate to depth; how our understanding of depth applies differentially to the concepts of strategy and tactics; and how the idea of uncertainty and complexity plays into the greater discourse on depth.
Earlier in my investigation of depth, I asked a few questions in this thread, and received many insightful replies. I will be quoting and referencing a number of the responses in the course of this blog post. But, I believe I’ve arrived at a point where I can put forth some basic hypotheses that summarize my thinking on the matter. And as with all my blog posts, this is merely the start of a new thread of inquiry - I’m interested to hear your reactions and how you may have been, or continue to be, searching for depth yourself.
Gamers often discuss the concept of depth - and along with it strategy, tactics, and complexity - with a great deal of fervor. I am guilty as charged. For a while now, have been ruminating on the nature of depth and I how I have come to understand it. I’m driven by an interest in putting my thumb on what qualities in games tend to relate to depth; how our understanding of depth applies differentially to the concepts of strategy and tactics; and how the idea of uncertainty and complexity plays into the greater discourse on depth.Earlier in my investigation of depth, I asked a few questions in this thread, and received many insightful replies. I will be quoting and referencing a number of the responses in the course of this blog post. But, I believe I’ve arrived at a point where I can put forth some basic hypotheses that summarize my thinking on the matter. And as with all my blog posts, this is merely the start of a new thread of inquiry - I’m interested to hear your reactions and how you may have been, or continue to be, searching for depth yourself.
September 13, 2012
Modes of Thinking
No comments:
This post remains one of my favorites, and presents a framework for understanding how different games make us think differently. The logic of the "modes of thinking" still holds up well (I think so anyway!) and I often circle back to the diagram when thinking about a new game and where it fits. Enjoy! (June 25, 2014)

Often I find that attempting to write a blog post about one thing ends up leading to half a dozen other lines of inquiry, muddling the whole intent and clarity of the initial proposition. Most recently, I’ve been struggling to write a post about game collections and ways in which one might define unique “niches” within their collection that satisfy the requirements of particular (and preferred) gaming situations.
While no doubt that magnum opus will land on my blog eventually, in the meantime I want to consider one of the side roads of inquiry I found myself rambling along; specifically, the idea of “modes of thinking” in games. By modes of thinking, I mean what kind of thoughts/decisions/considerations do players need to make in a game and what are the associated mental resources?
In part, this concept was attempt to combine two traits under consideration in the game genome project; genre (as defined and explored by Selywth’s alternative classification system) and player skills, the individual faculties that are called upon when playing a game. In exploring various ways of grouping genres/skills, I came upon the broad of idea of “modes of thinking” as a way to understand the relative balance of skills that are required in different types of games, and by association what typical genres tend to be aligned with a particular set of skills and mode of thinking.

Often I find that attempting to write a blog post about one thing ends up leading to half a dozen other lines of inquiry, muddling the whole intent and clarity of the initial proposition. Most recently, I’ve been struggling to write a post about game collections and ways in which one might define unique “niches” within their collection that satisfy the requirements of particular (and preferred) gaming situations.
While no doubt that magnum opus will land on my blog eventually, in the meantime I want to consider one of the side roads of inquiry I found myself rambling along; specifically, the idea of “modes of thinking” in games. By modes of thinking, I mean what kind of thoughts/decisions/considerations do players need to make in a game and what are the associated mental resources?
In part, this concept was attempt to combine two traits under consideration in the game genome project; genre (as defined and explored by Selywth’s alternative classification system) and player skills, the individual faculties that are called upon when playing a game. In exploring various ways of grouping genres/skills, I came upon the broad of idea of “modes of thinking” as a way to understand the relative balance of skills that are required in different types of games, and by association what typical genres tend to be aligned with a particular set of skills and mode of thinking.
June 19, 2012
The Choices We Make
No comments:
Preamble
The title of this blog post is “The Choices We Make.” This statement is intended to explore two intertwined manifestations of the statement. First are the choices game designer’s make in how they sculpt a game to meet (and hopefully exceed) their intended goals for their design. Second are the choices players make during the game and how those choices are shaped by the game’s design.
More specifically, I want to talk about different scoring mechanisms/systems employed in games and how the quest for the right scoring mechanism in my own game, Hegemonic (not again!), has slowly progressed. The impetus for writing this was sparked by a reading of this article on the blog “Illuminating Games.” I will cover some of the same territory, but also go into more detail.
The title of this blog post is “The Choices We Make.” This statement is intended to explore two intertwined manifestations of the statement. First are the choices game designer’s make in how they sculpt a game to meet (and hopefully exceed) their intended goals for their design. Second are the choices players make during the game and how those choices are shaped by the game’s design.
More specifically, I want to talk about different scoring mechanisms/systems employed in games and how the quest for the right scoring mechanism in my own game, Hegemonic (not again!), has slowly progressed. The impetus for writing this was sparked by a reading of this article on the blog “Illuminating Games.” I will cover some of the same territory, but also go into more detail.
/pic5177934.jpg)
/pic4747309.jpg)
/pic4295671.png)
/pic3103523.jpg)
/pic2720101.jpg)
/pic2621653.jpg)
/pic2608008.jpg)





