Satisfying is better than “Fun”

“Fun” is a vague, elusive, concept and often trips up new designers trying to define their goals. In 90% of cases, you can replace the concept of designing for “fun” with designing for “satisfying”. What makes Fruit Ninja fun? Hard to say. What makes it satisfying? The audio and visual delight of slicing into the […]

Don’t start believing

Think back to your ideas from 5 years ago. Did you have any that you now think are wrong? I know I do. In the next five years I expect to say the same again. Game design is complicated. No matter how good you are, you’re going to be wrong a lot. If you weren’t, […]

But how does it feel?

The boardgame Relic is based on Warhammer 40k characters questing through space. In that setting, there are dark bargains you can make with the forces of chaos. It’s a constant temptation, and many characters struggle against it constantly. Those that succumb often become incredibly powerful, but lose themselves to the monstrous forces. Relic pays homage […]

Make it Meaningful (and hard to compare)

Let’s say you’re designing a single-play action RPG. Something a little like Dark Souls. You decide to create a job system in your game, where different jobs have different abilities. Wizard, Fighter, Rogue, Cleric, the usual. Or maybe you’re making weird and cool classes. Doesn’t matter for this post. However, you discover that your Wizard’s […]

I’ve been hired as a Game Designer on Hearthstone

At the end of the month I’ll be starting my new job as a Game Designer on Hearthstone. I’d love to talk about the excellent design tests I took in the process, but I can’t. Instead, I’ll show you a little something I brought of my own volition to my interivew. I was thinking about […]