While it’s tempting to think otherwise, computers are the best tool we have for pursuing great game designs. In this episode, I also talk about how “abstract” games are problematic due to low information density, the information horizon, and a lot about the medium of board games.
I’ve been hearing more and more voices crying out against patching recently, and I wanted to unpack some of what people have said. I think this is one of the many designer-to-player communication issues that crops up in the games conversation, and so here is a designer trying to improve on(“patch”) that aspect, so that hopefully we can have better conversations in the future. Continue reading →
Hey – remember that game Auro that I’ve been working on since… God, 2010? It came out the other day, on Android. I’ll be writing a big article about its game design and why it’s so special soon. I am really, really proud of this game, and I just can’t wait to hear what people think of it.
The game will be coming out on iOS and PC pretty soon too, so keep an eye out for that stuff.