Tuesday, November 28, 2017

Recent Screencasts (Video)

I rarely get around to posting individual links to my "Game Design" YouTube channel here, so I decided to list the most recent screencasts instead.

What is a planner's game (No, not Tsuro!)
Brief comment on what a planner's game is, with Tsuro as the example of what it isn't.

Common errors in explaining how to play a game
I've seen so many people, when explaining face-to-face how to play a game, make big mistakes in their approach, that I felt I had to talk about the right way.

Number of Players
This video from an as-yet-unfinished Intro to Card Game Design makes sense for other kinds of games as well.

Game Contenders. Game Surfers, Game Bathers
Trying to understand game players. I tried my usual method of dividing something into two extremes with lots in between; but this time I had to go to three extremes.

Requests from fans to game designers
Stories of requests from fans of my games, some straightforward, some a bit odd.

Pulling from a bag vs Drawing from a deck
Sometimes pulling something from a bag is no different, in gameplay terms, than drawing a card from a deck. There are practical differences to be considered, though. Sometimes one makes more sense than the other.

14 milestones in the evolution of games
Just what it says.  Please help me pay the bills for all this free information: my Patreon is at:

How team sports cope with "board" size problems
As athletes have become bigger and faster, in effect the playing fields become smaller. How have sports coped with this (or not)?

Game design is never-ending compromise
Many novices think they can "have it all". But that's not the nature of game design (or of  life).

How I develop cards for a new game
This is part of a course still being created, about specialty card game design. But it applies to all games that use cards.

Two reasons for all the online arguments about games and platforms
For years I was surprised that people insistently argued with me when I said there were games I don't like/don't think much of, even when I explained fully. I've finally figured it out, and here's why.

Ideal FTF tournament game characteristics
With GenCon about to occur as I write, this seems an apropos topic. What characteristics make for the best tournament games at tabletop game conventions?

Adapting game systems to other topics
It's common to use the same game system for more than one game. At some point, adapting a system to a different game (different subject, objective, etc.) won’t work well.

Where do we draw the line?

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