Designing games with delight

Designing games with delight

This article was written following discussions on the topic with members of the London Friday Daytime Playtest UK group. I’ve chosen the prototypes in the images/videos, because they are games in which players seem to have experienced delight during playtests....
Using traditional games to inspire new ones

Using traditional games to inspire new ones

It is commonly said that no new game is truly new. Almost all new games just take pieces of old games and put them together in a new way. Designers use mechanics from other games all the time – they are building blocks from which we create something different....
Family Games and Complexity

Family Games and Complexity

Games designed for families are usually less complex than games designed for hobby game players. That will surprise nobody. But the reason for this may not be what you think. The general assumption is that family games need to be easier so that children can understand...
How to Get Ideas

How to Get Ideas

In my search for interesting ways to encourage inspiration to strike, I’ve recently read How to Get Ideas by Jack Foster. Though it was written in 1996 (revised in 2007), it’s a largely timeless book, other than this one section:  “If you have not yet learned how to...
Designing games that impact lives

Designing games that impact lives

I’ve long been interested in the benefits of playing games.  Initially I was interested in the impact tabletop games can have on educational outcomes. I’ve written about that in my article: Why board games are educational. I’ve also focused on the benefits of playing...
Fear The Knock

Fear The Knock

There’s a card game that I play with my Dad whenever I see him. It’s special because it is ‘our game’. We’ve got a rhythm, some in-jokes and a regular patter of banter. It’s also special because everyone else refuses to play it. The game is Brigadier. It’s a 2-player...