The First Rule of Mao is…

… you are not allowed to discuss the rules of Mao.
Seriously. Has anyone played this? It’s a card game where it’s against the rules to explain the rules. There are certain exceptions… or perhaps there aren’t, and people were just breaking the rules. Or perhaps they weren’t, and I don’t know all the rules yet. [...]

Game Design #7: Kirkbuzzer

Introduction: In this game, you assume the role of an enterprising businessman or woman of opportunity, an expert in a profession with a long and distinguished history, respected and admired since the dawn of civilization. That’s right, you’re a thief—sadly down on your luck or else you wouldn’t be in this little church in the [...]

Critical Series - Faith Fighter

A recent post on WaterCoolerGames.com describes the newest creation by indie dev Molleindustria: Faith Fighter. In their own words:
Faith Fighter is the ultimate fighting game for these dark times. Choose your belief and kick the shit out of your enemies. Give vent to your intolerance! Religious hate has never been so much fun.
More informative than [...]

The Death Penalty

Today in class I participated in a group project to analyze an extremely simple card game called Sissy Fight (based on an experiment from GDC, if I’m not mistaken, or possibly this little gem from Gamelab). Based on a simultaneous reveal mechanic, it’s a quick little game—the rules are simple, the moves basic, the tactics [...]

How to Change the World

Shamelessly lifted from the blog of my friend and former roommate, Andrew Krausnick, these links are nothing short of magical—visionary gems to rejuvenate the soul! If the state of the games industry gives you pause, or if it is downright scary, watch these. You’ll feel better
Andrew says:
The first is from TEDTalks and given [...]

The Casual Skeleton in the Hardcore Closet

A recent post on Raph Koster’s blog describes a tectonic shift in the games industry—particularly the console segment—towards a repositioning of target audiences to the casual crowd… or at least more casual than in previous generations. “Away from the core gamers” is the salient detail, at any rate. Core gamers, it seems, are upset by [...]

Grandiloquent Game Design

Ever met a gaberlunzie? Are you a cantabank? Or a lucubrator? Chances are you’ve met someone who’s been a paranymph, a tanquam, maybe even an antiscian, but how about a famulus or a wittol? Or do you have no idea what I’m talking about?
A little background on me: my mother was an English major, [...]

The Kernels Paradigm - Part One

In this series of posts, I will lay out the game design paradigm I conceived early this past fall, called the “Kernels” theory. It was used as the groundwork for the creation of Cowboy Cave, the group project developed last quarter for which I served as lead. These posts are intended to be an open [...]

Game Design #6: Tower Siege

Introduction: In this strategic card game, players compete not only against each other, but against the game itself. Each vies to be the first to work their way through the lines of defense to reach the Tower in the center, but beware! A final challenge awaits that may catch you by surprise.
Players: 2-4
Materials: One standard [...]

The Soul of Poker

This evening, I hosted the first of what I hope will become a regular home Poker game. Friends of mine who had expressed an interest in the game were invited, but few showed up with either the bankroll or the confidence (i.e. skill) to play for real stakes, so we just doled out the chips [...]