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Kebab Review:  Quick Take with Tom Vasel
Kebab Review: Quick Take with Tom Vasel YouTube video by The Dice Tower

Pretty sure I played this a few years ago at Protospiel Cleveland and had a great time with it. Definitely recommend people check this one out!
www.youtube.com/watch?v=Mwzk...

4 days ago 0 0 0 0

No War.

2 weeks ago 0 0 0 0

I'm calling this Pirates of Port Royal now.

2 weeks ago 0 0 0 0

@gmtgames.bsky.social Hi, I have a few P500 orders that I ordered from my old address, but I've since moved, is changing my address in the addresses tab enough to get these to ship to the correct address when they are ready or do I need to do more for them?

2 weeks ago 0 0 0 0
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Newest prototype came in the mail today! 🎲✂️

3 weeks ago 3 0 0 1
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I'm actually working on a game that has a similar issue to Arcs, given the interconnectedness of the mechanisms, any general advice on how to lay out information when it's interdependent on other systems?

A lot of the time it feels like trying to pick the best way to orient the attached picture:

1 month ago 0 0 1 0

I agree in the sense that it's not an inherent good, but it's also just generally good advice, albeit a little lazy.

1 month ago 1 0 0 0

Question for you: Is this why your games generally have "first game" tutorials the way they do, with a rolling teach?

My view is that it's both easy criticism to say "simplify" when something is misunderstood, and it's easy for designers to initially make something more complex than it needs to be.

1 month ago 0 0 1 0

I think it goes both ways, it's easier to make something more complicated than it needs to be than the inverse, and telling people to "simplify" is also an easy catch all criticism when something doesn't gel.

I also don't think what Cole is saying is really oppositional to what Eric is saying.

1 month ago 0 0 1 0

That said, I do think designers generally overvalue "simplify" as a catch all criticism for any game that they don't immediately understand or prove expertise with. It's easy to say "this is hard to understand, simplify it" rather than asking "how can I teach this complex thing to people".

1 month ago 0 0 0 0

It isn't to say that you shouldn't make complex games, rather that games naturally trend towards complexity because of a lack of thought around why you are making certain decisions or designing out of exceptions that arise from iterating on the same underlying system.

1 month ago 0 0 1 0

There's a lot to unpack here, but people telling others to "simplify" in these instances are almost always correct, because the manner in which game designers design is with the assumption people want to sit down and learn their game in the first place, which is seldom the case.

1 month ago 0 0 1 0

One assumption I think can get lost here specifically is that John Company is an incredibly complex game, but the onboarding effect of the game is one of a rolling teach (much in the same way it's done in video games). This has little to do with why people tell designers to simplify.

1 month ago 0 0 1 0

Video games do not have the same barriers to entry because the act of learning is always an implementation of the game itself. Rules are enforced by the underlying system, and until we are able to make the movie version of Jumanji in real life, board games will always have this onboarding issue.

1 month ago 0 0 1 0

Hobby board games ARE unintuitive to new players, but that's simply true of learning the rules of any system. More often than not it's not an issue of the game itself being too hard for someone to understand, but rather they don't think the act of learning a new game is worth the resulting "fun".

1 month ago 1 0 1 0

But I think it's worth emphasizing that the disconnect between people "in the hobby" and those outside of it has much less to do with the complexity of the game as a whole, and more on the difficulty of onboarding people into playing ANY new game.

1 month ago 0 0 1 0

I didn't want to fill Cole's replies with a giant essay, so I'll just write my thoughts here as it relates to game design🎲✂

I think these two points aren't really in as much opposition as they seem at first glance, Designers tend to underestimate their players, and learning games is difficult...🧵

1 month ago 0 0 1 0

While I think this is often true, it also elides another critical point: professional designers often don't realize how smart and capable people are, espeically people who don't play games. 🧵

1 month ago 192 22 8 7

He had an incredible run from 1997 to 2007, his later films are still good but I don't think they are as interesting as what he was doing in the turn of the millennium.

1 month ago 0 0 0 0
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Prototyping 🎲✂️

1 month ago 6 0 0 0

congrats!

1 month ago 1 0 0 0

My favorite part of the creative process comes after all the important parts of the game have reached “fun” level.

After that, once every part is fun, we can work on each part and make it better than it was before—critically analyzing that part versus how it appeared before.

2 months ago 13 1 2 0

But yeah, thanks for the clarification. Really interesting insights for sure!

2 months ago 1 0 0 0

It's "unbalanced" in the sense of when you get to engage with it, and sometimes you'll have more fun being attacked than you would by not being in a combat.

2 months ago 1 0 1 0

I just thought of a good example, Forbidden Stars.

It's a really great game if you're looking for that kind of game, and its combat system is REALLY cool and fun, but it also has the reality of making two people sit there and wish they were playing the cool subgame with the engaging players.

2 months ago 1 0 1 0

I'm not necessarily talking about conceptual misalignment, but more "this cool thing IS cool but I don't have the space to engage with it enough because of the larger needs of the overall game"

2 months ago 1 0 1 0

Can't think of any good examples off hand other than Magic cards that are like rorshach tests for whoever is playing them (Wheel of Misfortune, Stasis, Scrambleverse).

I've seen it a lot in other people's prototypes, stuff that's really cool but doesn't "fit" the game.

2 months ago 0 0 0 0

Yeah, I'm aware of cole's essays/interviews on the subject and I sort of assumed you were talking about it in the same sense.

Have you run into cohesiveness issues with larger designs that have really fun subsystems that don't really gel with competing subsystems?

2 months ago 0 0 2 0

I think I'm having a hard time conceptualizing what you mean here, are you saying you maximize fun in lieu of the rules/systems themselves first and then pound the rules out into the most digestible version of it, or are you saying you take the entire supersystem & make each component maximize fun?

2 months ago 1 0 1 0

As someone who is interested but would only see it with my wife who hated Uncut Gems for being too intense, what's the likelihood the same tracks with this one?

2 months ago 0 0 0 0
Max Impact Games
Max Impact Games
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