When variety trumps quality

When designers first learn discipline, there’s a tendency to cut anything that isn’t the strongest gameplay experience. That gets you 90% of the way there. However, it’s possible to throw the baby’s rubber ducky out with the bath water while keeping the baby herself. In small doses, variety trumps quality. Try eating your favorite food […]

Think about the feeling, not the text

Often a designer will create content that seems to literally represent their theme when you read it, but creates a feeling that is the opposite of the intent. My favorite example of this is the board game Relic. In this game, you can play a variety of characters. There is also a mechanic called “corruption […]