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Game Design Theory

Game Design Theory

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Episode 1: Uncertainty as a Source of Fun

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So thanks to some encouragement from @ludicryan I decided to start this project. I’ve wanted for a while to put out some videos about game design theory itself. There are many particular ideas I’ve come across over the years that I would like to discuss with the wider community.

I am hoping to make a series of short-ish (by my standards!) videos. Each exploring a particular topic of game design theory and hopefully having some discussion around it.

I spend about five minutes or so at the start of this introducing myself, feel free to skip! Apologies for the video quality, I don’t have great recording equipment currently.

 

If you enjoyed any of that (or disagreed with me), I hope you comment below. If you want to see me actually put some theory into practice please take a look at my other project for my game Deneb.

Also thanks again to Ryan’s project on game design here for inspiring me to start this project.

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donimatordavehawesLancorz Recent comment authors
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lancorz
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Bah why do I have work to do, I’ll have a listen to this once I’m doing post work. Looking forward to hearing your thoughts 😀

donimator
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Great start Dave. Made me think about the mechanics in games I like best, and maybe why I like them. One that comes to mind is a blind token draw for unit activation (e.g. Bolt Action) The odds are changing with each draw, but it gives you information of what is to come and what you can do and what your opponent may do as the sequence plays out. Another would be tracking Destiny draws in the old Star Wars ccg. You knew the number of your total cards in play and the position of desired cards in the draw… Read more »

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