Game Design

Palladium Books Releases Rifts: Secrets of the Atlanteans

Tabletop Gaming News - 15 August 2017 - 1:00pm
If there’s a game that lets you go just about anywhere and do just about anything, it’s Rifts from Palladium. It’s well-known that players can dimension-hop all over everywhere. With such an open ability to travel, there’s countless potential destinations. One such is the Mythical Lost City of Atlanta…. err, I mean, Atlantis. (That just […]
Categories: Game Theory & Design

Studio Capitan Releases Company Commander Historical Skirmish Game Rules

Tabletop Gaming News - 15 August 2017 - 12:00pm
Though many of us think of grand battles such as Waterloo or the sieges of Vienna when it comes to conflicts from a couple hundred years ago, truth is that there were countless little skirmishes between warring factions during those larger campaigns. Studio Capitan feels that those, too, should be able to be recreated on […]
Categories: Game Theory & Design

Podcast Roundup

Tabletop Gaming News - 15 August 2017 - 11:00am
Many of you out there will be traveling via planes, trains, and automobiles towards Indianapolis over the next couple days (or you’re on your way now). Well, for those long hours as the Earth moves beneath you at a rapid rate of speed, you’ll need something to make that time go by. I might suggest […]
Categories: Game Theory & Design

Fantasy Flight Games Previews Death Cavalry For Runewars

Tabletop Gaming News - 15 August 2017 - 10:30am
Even the dead hate to simply walk their way into battle. And what’s a horse to do after it’s been put out to pasture and, well… passed? Their glory days can be relived during the nightmare life of an undead cavalry horse. That’s just what will be galloping their way to Runewars tabletops soon. Fantasy […]
Categories: Game Theory & Design

Cryptozoic Announces Ghostbusters: the Board Game II

Tabletop Gaming News - 15 August 2017 - 10:00am
Who you gonna call? Well, I’m kinda hungry, so I was thinking about calling for a pizza. But if it’s rivers of pink slime that causes people to go crazy, or paintings taking over people, you might just want to call the Ghostbusters. And you’ll be able to soon, as Cryptozoic has announced that they […]
Categories: Game Theory & Design

Osprey Games Posts Gen Con Plans

Tabletop Gaming News - 15 August 2017 - 9:00am
Osprey Games is one of the hundreds of vendors that’ll be here in Indy this week for Gen Con. They’re going to have some new pre-releases available at their booth, as well as a chance to meet some of the game designers. Check it out. The Eagerly Anticipated Update to Martin Wallace’s Classic Game This […]
Categories: Game Theory & Design

Catalyst Game Labs To Release Master of Orion Tabletop Games

Tabletop Gaming News - 15 August 2017 - 8:30am
Catalyst Game Labs has announced that they have acquired the license to make tabletop games based on the Master of Orion computer game universe. Their first game as part of that series will be a deck-building game called Master of Orion: Conquest. But that is only the beginning of what they have planned. From the […]
Categories: Game Theory & Design

New Super Dungeon Explore Pre-Orders Available From Soda Pop Miniatures

Tabletop Gaming News - 15 August 2017 - 8:00am
Soda Pop Miniatures loves to do crossovers. They look to their other properties, as well as other popular games and integrate them into their games. It’s cool to see characters you love from one game making their way into others. In this case, they have started taking pre-orders for the Twilight Knight from Kingdom Death, […]
Categories: Game Theory & Design

Making a Game Maker: Hatching Chicken Wiggle 🐣 - by Jools Watsham

Gamasutra.com Blogs - 15 August 2017 - 7:36am
The cuteness and absurdity of a Chicken and Worm combo was too funny to resist!
Categories: Game Theory & Design

Making a Game Maker: Hatching Chicken Wiggle 🐣 - by Jools Watsham

Gamasutra.com Blogs - 15 August 2017 - 7:36am
The cuteness and absurdity of a Chicken and Worm combo was too funny to resist!
Categories: Game Theory & Design

SAAM Arcade 2017 - An Indie Perspective - by Thomas Sharpe

Gamasutra.com Blogs - 15 August 2017 - 7:35am
A little over a week ago, I showed off my very first game at the Smithsonian American Art Museum (SAAM) Arcade and had an absolutely incredible time. Here's a quick look back at my experience and what I learned from the event.
Categories: Game Theory & Design

How Much Does it Cost to Develop a Successful City-Building Game App? - by Andrei Klubnikin

Gamasutra.com Blogs - 15 August 2017 - 7:33am
Discover how to make a successful city-building mobile game – and how much it will eventually cost you!
Categories: Game Theory & Design

Fantasy Flight Games Announces Sid Meier’s Civilization: A New Dawn

Tabletop Gaming News - 15 August 2017 - 7:30am
I have a degree in history. I made quite a study of various ancient civilizations, as well as saw just the general flow of history. Of course, with the knowledge of what has happened, it’s easy to look back and go, “Man… I sooo would’ve done that differently!” Well, that’s what you get to do […]
Categories: Game Theory & Design

Prescription-Based Video Games for Therapy, Learning, and Development - by Andrew Heikkila

Gamasutra.com Blogs - 15 August 2017 - 7:18am
Akili and the University of San Francisco’s Neuroscape lab are creating a mobile game called Project: EVO. It is potentially the first prescription-based video game, designed to help treat children with ADHD.
Categories: Game Theory & Design

7 MMO Quest Types and How to Use Them - by Jerrod Bacon

Gamasutra.com Blogs - 15 August 2017 - 7:18am
This article was originally posted on Black Shell Media's blog and discusses the 7 types of MMO Quests and how to implement them in your own games.
Categories: Game Theory & Design

Fun Explained: Fundamental Human Needs - by Anton Temba

Gamasutra.com Blogs - 15 August 2017 - 7:18am
Theres is a lot of confusion surrounding the word "Fun". This article aims to answer the questions about what it is, what it means and how to make it useful.
Categories: Game Theory & Design

PRACTICAL GUIDE ON FIRST PERSON LEVEL DESIGN - by Niels Tiercelin

Gamasutra.com Blogs - 15 August 2017 - 7:17am
A guide to help you design better first person levels. "Where to start?" And different notions used in level design explained with practical examples from Mirror's Edge & Bad Company 2.
Categories: Game Theory & Design

Mierce Miniatures Posts August Releases

Tabletop Gaming News - 15 August 2017 - 7:00am
We’re halfway through August, the most gaming of months. Seems like a pretty good time to have your latest releases available. And that’s just what Mierce Miniatures has. You can go pick up their latest Darklands offerings over in their webshop. From them to you: We’re keeping up the release frequency with another thirteen of […]
Categories: Game Theory & Design

Exploring Motivation: Why People Play Games for Years - by Drew Levin

Gamasutra.com Blogs - 15 August 2017 - 6:50am
Retention is the most important metric for a free-to-play mobile game’s long-term business outlook. This post will highlight some game systems in Kongregate’s mobile publishing portfolio that successfully drive long-term player retention.
Categories: Game Theory & Design

The dungeoneering algorithm and the puzzle it presents to game design - by Mark-James Byron

Gamasutra.com Blogs - 15 August 2017 - 6:50am
The dungeoneering algorithm is the algorithm a player uses to make a decision when they come to a fork in the road. Making the wrong decision can cause a player to feel frustration if they think they have wasted their time.
Categories: Game Theory & Design

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