Game Design

Game marketing, or how we engage the audience for our cyberpunk thriller with a lot of humour and aliens. - by Vadim KAipov

Gamasutra.com Blogs - 25 June 2018 - 9:21am
The majority of people here write about the game development, but not about the promotion. I’d like to outline our vision for promoting the first major yet unreleased project, straight from the horse’s mouth (so to speak) and not after the release.
Categories: Game Theory & Design

Paizo Previews Archetypes in Pathfinder 2.0

Tabletop Gaming News - 25 June 2018 - 9:00am
Character races and classes are, in and of themselves, pretty broad and general, letting players fill in some of the details themselves so they can create the character they want. A further way to refine what they’re playing is through Archetypes. They were a fan-favorite part of the original Pathfinder, so, of course, they’ll be […]
Categories: Game Theory & Design

Z-Man Games Announces Mesozooic Tile Game

Tabletop Gaming News - 25 June 2018 - 8:00am
Hey! Hey! There are dinosaurs in this dinosaur park, right? Hello? Yes. Yes, there most certainly are dinosaurs in this dinosaur park. And it’s your job to make sure that they are in the best layout, along with all other sorts of attractions, to bring in the crowds. That’s your task in Mesozooic, a new […]
Categories: Game Theory & Design

Fantasy Flight Previews Tyrants of Lothal Campaigns

Tabletop Gaming News - 25 June 2018 - 7:00am
There are a couple different ways to play Imperial Assault. You can just build your own forces and play against your opponent in a skirmish-style game. However, there’s also the narrative campaigns. In this preview, we get a look at the campaigns for both the Rebels and the Imperials in the upcoming Tyrants of Lothal […]
Categories: Game Theory & Design

Character Animation 101: Creating a 2D Mesh - by Frances Sierra

Gamasutra.com Blogs - 25 June 2018 - 6:50am
Learn the basics of 2D character animation using Creature. This series will teach you to design your own character, create a 2D Mesh, rig your character for animation, and create a walk-cycle loop with secondary motions.
Categories: Game Theory & Design

Fighting Games Ideas: Some Ridiculous, Others Not, & Some That Hopefully Never Happen - by Matthew DeLucas

Gamasutra.com Blogs - 25 June 2018 - 6:48am
Inspired by the twitter account @goodFGideas, I decided to write about some ideas for fighting games of my own. They may have posted some already, but I'm trying to take a deeper dive on some of mine.
Categories: Game Theory & Design

My first time at A MAZE Berlin and why everyone should check it out - by Dan Williams

Gamasutra.com Blogs - 25 June 2018 - 6:46am
This post covers my first experience with the A MAZE Berlin 2018 festival, my participation with the Goethe Institut, and what I think is so important about both of these events.
Categories: Game Theory & Design

Indie Devs: Get more social content and value from your trailer - by Richard Wood

Gamasutra.com Blogs - 25 June 2018 - 6:44am
How do you get more content from your current social materials without creating something new?
Categories: Game Theory & Design

Card Games: No Gain from Pain, Part 1 - by Nicholas Kinstler

Gamasutra.com Blogs - 25 June 2018 - 6:36am
Games are meant to be fun, but sometimes designers can take things too far and create designs and mechanics that just aren't enjoyable. Nick Kinstler goes over some of these designs and explains why they are best avoided.
Categories: Game Theory & Design

Building A Cross-Game Item Future - by Paul Gadi

Gamasutra.com Blogs - 25 June 2018 - 6:36am
In-game items are the main drivers of revenue in game economies, and yet we're still a long ways away from unlocking their true potential. Cross-game items will create opportunities  for a vast spectrum of value creators that are yet to be discovere
Categories: Game Theory & Design

Senda’s 3, 2, 1, Let’s Con

Gnome Stew - 25 June 2018 - 6:35am

Con season is upon us! While con tips are a dime a dozen, my personal tips have not been written down yet. I won’t bore you with thoughts on taking breaks and (for Gen Con) carrying your own toilet paper to the ladies room, but there are some things we should all be thinking about. I am just getting back from Origins, so these are fresh in my mind. Okay, three, two, one, let’s con!

GMs 1. Make a welcoming table.

 Welcome ideas, even if they are different than what you expected.  Even if you need to take a break to figure out what it means for the rest of the game. Share23Tweet6+11Reddit1EmailA welcoming table means your words, body language, and actions make people excited to sit down with you. It means when you’re looking for players you aren’t hunched over the table hiding your face from the world. It means saying hi to people and being social. It means setting clear expectations so that everyone is on board with how you plan to run the game.

It means not judging a player based on their appearance or gender or the color of their skin. It means not judging a player by their disability or lack thereof. It means not judging the intelligence of your players based on if they’ve played this game before or not. Pretty much just…don’t judge. The one thing you shouldn’t welcome at your table is judgement or gatekeeping. Be ready to drop a “we don’t do that here,” X card a player, or otherwise maintain the safety of your table for all of your players.

Welcome ideas, even if they are different than what you expected.  Even if you need to take a break to figure out what it means for the rest of the game. Take breaks.

2. Don’t take yourself too seriously.

Yes, you are leading this table, facilitating this game, or mastering this dungeon. You are still a player at this table, and you’re all here to have fun. You are not here to use the players to play out your novel or your fantasies, and chances are they don’t know you from Eve. You are probably a great GM, but act like you’re not, and put in the work to make sure you are.

Play with a safety tool. You are not infallible. You probably don’t know all the little things that could make the players at your table miserable, so have an escape hatch. Having it there won’t hurt anything if you don’t need it, but wouldn’t you rather have a way for someone to stop you if they do? (More on safety here.)

3. Know the rules.

Flipping through rule books is never fun, but at least at your home game the timing is more flexible. Here, your time requires precision. Know the rules or be ready to make a ruling on the fly. If there is a player at your table who knows them better than you, don’t be scared to let them fill you in and move forward. Don’t waste time on the rules.

Know the rules of the convention. Know what to do if there is a problem at the table, and where to bring your tickets. If you don’t know these things — ask!

Remember: it’s temporary! Even if you have to roll with some punches to have a successful game, once it’s done, it’s done! Then get as much sleep as you can and do it all again tomorrow.

Players: 1. Play the game

 Your commitment in showing up is investing in making this game work. Share23Tweet6+11Reddit1EmailYou came here to play this game. Don’t fight it by deciding your character wouldn’t do this. You knew what the description was for this game when you signed up, so come prepared to play. Don’t build a character who won’t act in this plot. Don’t turn up your nose at the plot hook. Your commitment in showing up is investing in making this game work. If a game isn’t working for you, you are not obliged to stay at the table. Apologize, be polite, and remove yourself before you ruin everyone else’s fun.

2. Share

Share the spotlight. Don’t talk over other players. Everyone paid for tickets to be here — now is not the time to use the table to push your own agenda or story line you’ve been plotting. In fact, unless the GM specifically has requested otherwise, it’s better not to walk in to a game with a preconceived notion about how play will go beyond the description you read. (More here.)

Whether you knew these people before or not, for this time at this table we are working together as a team. Be a team player.

Everyone: 1. Respect

Be on time. Listen. Be safe. Respect your fellow players as people; this includes checking your sexist and racist jokes at the door and using the correct pronouns. This means respecting their personal boundaries physically and emotionally. The more we care for one another, respect one another, and uplift one another, the better this experience can be for everyone. 

 

What are your favorite social con tips? What’s your next convention?

 

Categories: Game Theory & Design

New Konflikt ’47 Pre-orders Available From Warlord Games

Tabletop Gaming News - 25 June 2018 - 6:00am
The Italians were a major player in WWII. And as the war drags on into 1947, they have kept up with the other powers in creating intricate suits of armor and other future-tech. These new kits are available to pre-order now from Warlord Games for Konflikt ’47, as well as the Defiance supplement, which adds […]
Categories: Game Theory & Design

Luck Vs Skill: The False Dichotomy - by Caleb Compton

Gamasutra.com Blogs - 25 June 2018 - 2:11am
People often consider luck to be the enemy of skill. The more randomness there is, the less control you have over the outcome, right? In this article, I look at why this isn't necessarily true, and how luck and skill can actually compliment eachother.
Categories: Game Theory & Design

Fuzzy Thinking: Critical Hit!

RPGNet - 25 June 2018 - 12:00am
Fuzzy rules.
Categories: Game Theory & Design

Video Game Deep Cuts: Flipping Out On Primal Rage

Social/Online Games - Gamasutra - 24 June 2018 - 10:43am

This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides. ...

Categories: Game Theory & Design

Video Game Deep Cuts: Flipping Out On Primal Rage - by Simon Carless

Gamasutra.com Blogs - 23 June 2018 - 10:34pm
This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides.
Categories: Game Theory & Design

Review Roundup

Tabletop Gaming News - 23 June 2018 - 11:00am
Saturdaaaaaaaaaay! Woo! My favorite day of the week, as you all know. And while I’m not probably going to be doing much gaming, by the time you read this, I should be stuffed full of tacos and empanadas and churros. So I’m still having a pretty spectacular day. But while I take a siesta, let’s […]
Categories: Game Theory & Design

Wyrd Chronicles Issue 36 Available

Tabletop Gaming News - 22 June 2018 - 2:00pm
Ok, so you’ve got a bunch more time on your hand, even after reading the latest issue of Game Nite. So, grab your copy of Wyrd Chronicles. Those other gamers will get here any time now. In this issue: Happy Friday Wyrdos! Wyrd Chronicles Vol. 36 is now live! Break on through to The Other […]
Categories: Game Theory & Design

Game Nite Issue 25 is Now Available

Tabletop Gaming News - 22 June 2018 - 1:00pm
With the weekend coming up, there’s going to be lots of people headed out to the game shops, game clubs, and friends houses to do some gaming. But what do you do when others are gaming and you’ve got some time on your hands, or you’re waiting for friends to show? How about a gaming […]
Categories: Game Theory & Design

YouTube introduces new monetization methods for its creators

Social/Online Games - Gamasutra - 22 June 2018 - 12:48pm

YouTube is introducing new monetization methods for its creators, including a $4.99 channel membership and features like special emojis and subscriber badges. ...

Categories: Game Theory & Design

Pages

Subscribe to As If Productions aggregator - Game Theory & Design