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Evald Smilskaln's avatar

This is so true, the most memorable game experience I had, was when learning tools and rules is easy and then discovering all the possibilities you have with them.

This opens your eyes and fires the curiosity.

Then the game just needs to provide the environment and good enough challenge for players to test out this.

Chris McMillion's avatar

This was refreshing to read. I'm working with my son to design a family game (he's 6), and I've got a zillion ways I can think up to make the game more "impressive," but what I'm realizing is that I really have to be deliberate about what we add (or change) each iteration, or it risks becoming a monster of disjointed ideas and no longer, as you put it, elegant. Especially considering my audience. I think this is why I enjoy engine builders, because the end-game can be complex, but the intro is usually 1 or 2 choices, and you get a feel for each mechanic before beefing it up.

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