Category: Games

Board, video, card, mobile.

Netflix’s new interactive shows are a great idea—but the idea isn’t new

As part of their attempt to edge out competition, Netflix is introducing shows where viewers can dictate the plot. But what does that mean, and will it work?

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Courtesy of Amos Kwok

Game Designer’s Notes #9: Cooperative games

Trying to beat other people isn’t the only way to play games. Sometimes working together can be fun too, and that’s where cooperative games come in.

Courtesy of Amos Kwok

Game Designer’s Notes #8: Preventing never-ending games

Everyone knows that one game that takes eons to play. Is there a way to prevent games from getting that long?

Courtesy of Amos Kwok

Game Designer’s Notes #7: Simplifying mechanics

If faced between choosing a complicated mechanic and a simple one, here’s why you should (almost) always pick the simpler one.

Courtesy of Amos Kwok

Game Designer’s Notes #6: Catch-up systems

Everybody hates games when they’re so far behind that it’s not even funny. How do good games avoid such situations?

Courtesy of Amos Kwok

Game Designer’s Notes #5: Paths to victory

From battle to trade to building, there’s usually more than one way to win a game. (Or, as they say, skin a cat. Ugh.) But why do game designers do that?

Courtesy of Amos Kwok

Game Designer’s Notes #4: Types of victories

Chess. Catan. Taboo. Exploding Kittens. Each game has a different victory condition, but how many kinds of victories are there?

Courtesy of Amos Kwok

Game Designer’s Notes #3: Types of luck

Dice rolling and flipping coins aren’t the only two types of luck there are. But what are the other types, and how do they affect game design?

Human Resource Machine and Swift Playgrounds screenshots

Comparing Swift Playgrounds with Human Resource Machine

Recently, two games have been released that teach coding: Swift Playgrounds and Human Resource Machine. But what are the differences? And which one is better?

Courtesy of Amos Kwok

Game Designer’s Notes #2: Varying luck

Everyone loves it in games when the dice are on your side. But how much die rolling (or how little) should games have?