Adam in Wales
Adam in Wales
  • Видео 318
  • Просмотров 1 036 783
How to Design a MEMORY Board Game
Game Designer Adam Porter explores the mechanisms used in memory board games. The video is a toolbox for you as a designer: an exploration and distillation of what has gone before - how a mechanism has developed - lessons learned and new avenues to explore. Take these mechanisms, combine them, subvert them, and create something new.
0:00 Introduction
0:32 The Game of Pairs
4:49 Combining elements
6:22 Recall under pressure
7:48 Memorising under pressure
8:42 Cups and balls
14:12 Spot what's changed
15:39 Remembering quantities
18:08 Remembering sequences
19:03 Remembering patterns
19:47 Memory in Strategy Games
22:31 Summary
---------------
The Adam in Wales: Board Game Designer Journal is available wo...
Просмотров: 1 100

Видео

Prioritise your board game concepts *Board Game Design*
Просмотров 3,7 тыс.21 день назад
The DARE model is a framework you can use to critique your concepts, to help you prioritise and determine how to make the most effective use of limited design time and resources. The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service. You can also purchase a downloadable PDF of the journal from Drive Thru RPG a the following link: www.driveth...
How to Design a RACING Board Game
Просмотров 2,6 тыс.Месяц назад
Game Designer Adam Porter explores the mechanisms used in racing board games. The video is a toolbox for you as a designer: an exploration and distillation of what has gone before - how a mechanism has developed - lessons learned and new avenues to explore. Take these mechanisms, combine them, subvert them, and create something new. 0:00 Introduction 2:25 Speed 6:34 Turn Order 7:49 Gears 9:42 C...
How finished should a game be before you pitch it? Sponsored by Launch Tabletop
Просмотров 3,1 тыс.Месяц назад
When is a prototype ready to show to a publisher? How many tests? How balanced does it need to be? Can you show the game if it still has some problems? And does the quality of components and presentation of the prototype matter? This video is sponsored by Launch Tabletop, a board game manufacturer with a print on demand service called Launch Lab - ideal for printing a small number of profession...
How NOT to design a MODERN board game
Просмотров 85 тыс.2 месяца назад
In this video I list ten untouchable mechanisms and features. Designers - do not put this outdated stuff in your games. You do want your players to have a GOOD time, right? I’m not here to criticise and condemn older games. These were the building blocks from which our wonderful, extraordinary, rich ecosystem of games evolved. Designers of the past deserve our respect. But that’s not to say the...
Creating home-made content for your favourite board games.
Просмотров 1,2 тыс.2 месяца назад
Ever since I’ve played games, I’ve tweaked them, adjusted them, attempted to upgrade them. With varying degrees of success. In 2024 there are incredible services available which can help you do just that. In this video I’m going to show you how I reworked Reiner Knizia’s legacy game My City to make it endlessly replayable, with a few simple components manufactured using print on demand service ...
How to Design a DICE DRIVEN Strategy Board Game
Просмотров 6 тыс.3 месяца назад
Game Designer Adam Porter explores the mechanisms used in dice driven strategy games. The video is a toolbox for you as a designer: an exploration and distillation of what has gone before - how a mechanism has developed - lessons learned and new avenues to explore. Take these mechanisms, combine them, subvert them, and create something new. The Adam in Wales: Board Game Designer Journal is avai...
The WHO, WHAT & WHY of board game design.
Просмотров 3,3 тыс.3 месяца назад
What sort of games do you want to design? Who do you design your games for? And what do you want to get out of it? The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service. You can also purchase a downloadable PDF of the journal from Drive Thru RPG a the following link: www.drivethrurpg.com/product/472771/Adam-in-Wales-Board-Game-Designer-Journ...
SELF-SABOTAGE and Board Game Design
Просмотров 2,4 тыс.3 месяца назад
If effort was all it took, we’d all be millionaires. This video is a cautionary tale for board game designers. The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service. You can also purchase a downloadable PDF of the journal from Drive Thru RPG a the following link: www.drivethrurpg.com/product/472771/Adam-in-Wales-Board-Game-Designer-Journal?a...
Reflecting on Board Game Design: games played, achievements and future goals.
Просмотров 1,2 тыс.4 месяца назад
Board game designer Adam Porter reflects on recent games played, achievements, and future goals. The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service. Use the links below, or IF NOT LISTED BELOW, search on your local Amazon for Adam in Wales: Board Game Designer Journal. UK: amzn.eu/d/6HWPjVN USA: a.co/d/63DoQmZ France: amzn.eu/d/cSt7sS5 Ge...
Creating a board game for family and friends... with Launch Tabletop
Просмотров 1,5 тыс.4 месяца назад
This is the most self-indulgent project I’ve ever made. Dinosaurs vs Cowboys in a traditional Stratego-style showdown. It’s really cool. And it’s just for me. This project was a real geek-out. The great thing about a print on demand service like Launch Lab is that it lets you really indulge your creative impulses and make something which looks and feels like a professional game - even if it’s j...
The 10 REAL skills you need as a Board Game Designer.
Просмотров 6 тыс.4 месяца назад
It may sound weird but game design is just one aspect of the job of a game designer. And while it may be the foundation of what we do, it will never get you anywhere if you don’t possess the other traits in this list. Use the links below, or IF NOT LISTED BELOW, search on your local Amazon for Adam in Wales: Board Game Designer Journal. UK: amzn.eu/d/6HWPjVN USA: a.co/d/63DoQmZ France: amzn.eu/...
Your PATH to SUCCESS as a board game designer.
Просмотров 2 тыс.4 месяца назад
Award winning board game designer Adam Porter introduces you to his new journal for tabletop game designers. The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service. Use the links below, or IF NOT LISTED BELOW, search on your local Amazon for Adam in Wales: Board Game Designer Journal. UK: amzn.eu/d/6HWPjVN USA: a.co/d/63DoQmZ France: amzn.eu/...
Picking the best BOX SIZE for your board game
Просмотров 1,2 тыс.4 месяца назад
Board game designer Adam Porter discusses how to select the best box size for your game. Sponsored by Launch Tabletop. Www.launchtabletop.com Use discount code: ADAMINWALES
Designing Board Games Which Break the Rules
Просмотров 3,1 тыс.5 месяцев назад
Board Game Designer explores the history of board games which find notoriety by breaking taboos.
Board Game Wishlist 2024
Просмотров 1,6 тыс.6 месяцев назад
Board Game Wishlist 2024
10-1: A Decade of Game Design Wisdom
Просмотров 3 тыс.6 месяцев назад
10-1: A Decade of Game Design Wisdom
20-11: A Decade of Game Design Wisdom
Просмотров 1,9 тыс.6 месяцев назад
20-11: A Decade of Game Design Wisdom
30-21: A Decade of Game Design Wisdom
Просмотров 2 тыс.6 месяцев назад
30-21: A Decade of Game Design Wisdom
40-31: A Decade of Game Design Wisdom
Просмотров 1,9 тыс.6 месяцев назад
40-31: A Decade of Game Design Wisdom
50-41: A Decade of Game Design Wisdom
Просмотров 2 тыс.6 месяцев назад
50-41: A Decade of Game Design Wisdom
The BEST Board Games of the Year! Top 10 of 2023.
Просмотров 8 тыс.6 месяцев назад
The BEST Board Games of the Year! Top 10 of 2023.
60-51: A Decade of Game Design Wisdom
Просмотров 1,7 тыс.6 месяцев назад
60-51: A Decade of Game Design Wisdom
70-61: A Decade of Game Design Wisdom
Просмотров 1,8 тыс.6 месяцев назад
70-61: A Decade of Game Design Wisdom
80-71: A Decade of Game Design Wisdom
Просмотров 2,3 тыс.6 месяцев назад
80-71: A Decade of Game Design Wisdom
90-81: A Decade of Game Design Wisdom
Просмотров 2,1 тыс.6 месяцев назад
90-81: A Decade of Game Design Wisdom
100-91: A Decade of Game Design Wisdom
Просмотров 3 тыс.6 месяцев назад
100-91: A Decade of Game Design Wisdom
Why your board game TITLE matters!
Просмотров 1,8 тыс.7 месяцев назад
Why your board game TITLE matters!
RANKED! 15 years of award-winning Board Game Titles
Просмотров 1,3 тыс.7 месяцев назад
RANKED! 15 years of award-winning Board Game Titles
Trick taking (sort of) auction game: Goblin Vaults
Просмотров 6138 месяцев назад
Trick taking (sort of) auction game: Goblin Vaults

Комментарии

  • @pikapomelo
    @pikapomelo 4 часа назад

    Wild to think that there are new (fairly simple) ideas being discovered and popularized in just the recent past. What a time to be alive. The 80s through early 2000s really have such a range of ways to play digital and physical games. Also a little sad that there are so many forgotten and unsuccessful games. Hopefully people had fun with them!

  • @TabletopUpgrades
    @TabletopUpgrades 22 часа назад

    You’re a really excellent presenter Adam, fantastic. Well done!

  • @benco804
    @benco804 2 дня назад

    I think a good angle for this kind of thing would be doing something awkward but appealing. Like holding another players hands while staring them in the eye without blinking. The game told you to do it so it's okay. You even get to potentially get to hold the hand of a crush and pretend that the game made you do it. Or just have a funny experience of just having to hold your dad's hand while he stares at you.

  • @Jarino507
    @Jarino507 2 дня назад

    Other games to consider: pangaia, chai, steam up, agueda, abducktion, beez, leaf

  • @ptorq
    @ptorq 2 дня назад

    Probably my favorite board game is Rail Baron, which has got a quite large lookup table for both determining where a player must go next and how much the trip is worth. There is a mechanism for eliminating players (if they can't pay their rail fees and they've got no properties left to auction), but by the time someone's eliminated someone else generally will be very close to having enough money to win (this doesn't necessarily mean that they DO win, though, there's a condition they have to meet first, and it can be interrupted by the other players).

  • @maxpower2480
    @maxpower2480 3 дня назад

    Yeaaaah, as a Magic player from the ninties I can most definitely tell you, that Donald Vaccarino most definitely didn't invent deckbuilding!

    • @AdaminWales
      @AdaminWales 3 дня назад

      Garfield’s MTG features pre-game deck construction. Donald X Vaccarino took that pre-game activity and turned it into the game itself. He famously invented an entirely new genre of board games: Deckbuilding Games.The history is covered thoroughly in my video about Deckbuilding: How to design a DECK BUILDING board game ruclips.net/video/7-v3Oj9ofFc/видео.html StarCraft was the first board game to feature in-game deckbuilding, but it was a minor part of a much larger game. Dominion was the blueprint that all later deckbuilders followed. CCGs (with pre-game deck construction) are a different thing entirely. That said, MTG was certainly one of the most innovative designs ever created. It is not often that a truly unheard of, and influential, new system bursts onto the scene in this hobby. Gygax and Arneson did it with D&D. Garfield did it with MTG. And Vaccarino did it with Dominion.

    • @maxpower2480
      @maxpower2480 2 дня назад

      @@AdaminWales I watched your Deckbuilding board game video right after and as someone constantly looking for ways to get the MtG limited format experience in my more casual gaming groups, I'm going to use that video as my shopping list for a while now... (I've discovered that I have a special fondness for dice level up games and I'd encourage you to check out "Tidal Blades" and "Too Many Bones" if you haven't already, as both games do interesting things with the mechanic.) That said, so far I haven't found a game I enjoy as much as MtG limited, which brings me to my actual point: I don't care about any specific designer's accolades or who should get credit. (although those can be important as well) For me it's more about establishing a baseline of universal facts. And I'd still argue that you're wrong about Vaccarino inventing the genre. What he did, was making it work for a more casual market for probably the first time. Let me explain: This is something non- (and some casual) Magic players might not realize, but depending on the format, Magic can be very different kinds of games. What you were talking about is called 'constructed', which is what you are discribing: players building their decks beforehand and then meeting up to play. What I am talking about is called 'limited' and more specifically 'draft', where fighting over cards as a limited resource is part of the game. There are many different versions of this, but the most common one is a 'blind pick' version, where players open packs, take a card and pass them on to the next player untill every card has been picked, then repeat that process (in most cases) 2 more times. Then they build their deck and battle. For less experienced players this may seem not all that different from constructed as the drafting and the 'proper' game are still distinctly seperated, but for more experienced players there is a lot of information to be gained during the draft. There are also 'perfect (equal) information' versions like "Winston Draft" and "Rochester Draft", which were a lot more common in the 90s, but have been dropped mostly due to taking so much more time to play. (Also there is a combined version: "Winchester Draft") There are more casual multiplayer drafts, which also have had more gameplay introduced into the draft portion during the last decade. Lastly (and probably most importantly for this discussion) there is "Cube Draft", where you basically build your own Magic Set out of existing cards to randomly draw 'packs' to then draft with. A Roster Cube Draft is probably the closest thing to Dominion Magic has to offer. (Vastly more complicated, though) Cube lists have been shared over the internet basically since the late nineties and there used to be multiple 'official' Cubes released and updated by WotC. I would be very surprised if Donald X Vaccarino wasn't exposed to some of these formats and wasn't trying to put what he found fun in them in a more simple boxed product. Which is great and I love(d) (There isn't enough player interaction for my taste, so I've moved on...) Dominion. He just didn't invent the genre. I hope I could bring my point across cohesively. Thank you so much for taking the time to respond and for your videos in general. Let me know, if I managed to convince you (It's super cool, if I didn't. There is certainly a point to be made about the very distinc phases of Draft/Construction/Combat, which is something, most Deckbuilders try to interweave, but to me that would seem like putting an arbitrary dogma on the genre. In fact, I'd love to see some in-box deckbuilders with more pre-game decisions like choosing factions.) and have a good one!

    • @AdaminWales
      @AdaminWales День назад

      Thanks for the detailed response and rebuttal. I haven’t played MTG, so I can’t speak with authority on this. Though I’ve played other CCGs, LCGs and many deckbuilding games. I am aware of the draft formats you describe, but haven’t got stuck into them in any depth. I would only be convinced MTG was a “deckbuilding game” in the widely understood sense, if the game involved consistently adding and removing cards to refine your deck for the entirety of the game. That seems to me to be the defining feature. When you separate out the deck construction from other phases of the game it becomes something else (even if the deck construction is an interactive process between players). I acknowledge that leaves a very muddy middle ground. I’ve listed Heat in the deckbuilding video for example - many would not include this as a deckbuilder (indeed I think it probably isn’t really one). There is a degree of semantics here. And the debate is really about giving appropriate credit. I have no skin in that game - I don’t know Donald X or Richard Garfield personally, or their respective publishers. It seems to me that Garfield gets plenty of credit for the incredible thing he created. Donald X is very open about the influence MTG had on Dominion. But I also think Dominion started something new. Deck-building games became huge immediately following Dominion and they haven’t slowed down. Perhaps they would have happened anyway without Dominion, but it seems more likely that 99% of these games were developed from Dominion’s blueprint, rather than a specific MTG draft format. So my opinion hasn’t really changed - sorry! For me, Dominion still created the genre, though I agree that it wouldn’t have happened without Donald X’s exposure to MTG.

  • @ezraclark7904
    @ezraclark7904 3 дня назад

    A really key lesson that you danced around for a lot of the video is end on a high note

  • @CornedBee
    @CornedBee 4 дня назад

    Top Trumps is not completely random. In theory, card memorizing will give you an enormous advantage. If you memorize the card order during the first deck traversal, you know when the opponent's strong cards come up - and you also know their particular weak stats (a well-designed Top Trumps has cards with weak points). This gives you an enormous advantage.

  • @Booster_Golden_Cobra
    @Booster_Golden_Cobra 4 дня назад

    I have never been able to vocalize why I love dice placement so much. I love this video. It’s as if you have taught me how to fish. A bit dramatic I know, but this is the first resource that I’ve come across that so brilliantly defines why I love dice placement. Input randomness is actually what I enjoy. Thank you for helping me better understand why I enjoy the things I do. Fantastic video and I can’t wait to watch the other ones.

  • @vickrpg
    @vickrpg 4 дня назад

    TIL that the UK calls "Clue" "Cluedo" and it was the most shocking unaddressed difference in this video.

  • @robertg3260
    @robertg3260 4 дня назад

    Modern games don't make these mistakes? Have you not played ...Munchkin? Exploding Kittens? Or ANY games from Unstable Games? There are tons of modern games that are crap with no player agency etc.

  • @user-cd4bx6uq1y
    @user-cd4bx6uq1y 4 дня назад

    Yep board game design docs is what I need

  • @angrymurloc7626
    @angrymurloc7626 5 дней назад

    monopoly and the wrestling game are actually both great pieces of art through their use of player agony as metaphor for the real world scenario they model. it might not be fun to play long term, but I think you can credit them for this instead of citing them as negative examples really your whole video so far is very slow paced and uninformative. Any explanation of random events in games must include the hearthstone performance triangle, or else be irrelevant. a certain amount of randomness can very much smooth a gameplay experience

  • @gaiuszeno1331
    @gaiuszeno1331 5 дней назад

    I would disagree with the lookup table being seen as a bad thing. Personally i think a game that has a lookup table that will point you to the page in the book of tables to tell you what the rng means is appealing.

  • @jeremiahdonaldson1678
    @jeremiahdonaldson1678 5 дней назад

    The biggest reason is one you touched on but didn't explore: time. Any work of art has the potential to sit around for years or even decades before anyone cares about it for some reason, and designers have to look at what they're creating as 'art'. But for anyone to care about it, it has to be available to purchase, and a lot of these games simply aren't available to purchase for long enough to gain traction. Catan, for instance, came out in 1995, but it wasn't until years later in 2008 that people really paid attention to it, and people forget when they talk about it that it was essentially a throw away design for more than a decade after release, and it never would have sold the 40 million units it has sold if it wasn't available for purchase when people started paying attention to it.

    • @AdaminWales
      @AdaminWales 5 дней назад

      It’s a really interesting observation. I wonder how many (modern) games have had a mediocre immediate response, but become massive much further down the line. Pandemic has certainly been on an upward trajectory (although it was pretty big on initial release). I can’t think of too many others though.

    • @jeremiahdonaldson1678
      @jeremiahdonaldson1678 5 дней назад

      @@AdaminWales I'd say it's more than we think. Catan is just the big game example I have of it. It's far more common I think for books and music albums to go through such a process.

  • @thomasdegroat6039
    @thomasdegroat6039 5 дней назад

    You like the life spinner? The component that has a whole rule written into the game because it breaks so often?

    • @AdaminWales
      @AdaminWales 5 дней назад

      My copy is 40 years old and still functioning!! :D

  • @oliverrichtberg1509
    @oliverrichtberg1509 5 дней назад

    As always: fantastic video, Adam! 👍

  • @beetlejuss
    @beetlejuss 6 дней назад

    Oh so now you like dice... Lol, I remember the videos where you discourage their use... XD

    • @AdaminWales
      @AdaminWales 6 дней назад

      I’ve never discouraged their use! I’ve always felt they’re a difficult thing to get right, and shouldn’t be the first thing that new designers reach for (based on a decade of running regular playtesting meet-ups). I see new designers struggling to manage randomness in their games all the time. It is not easy designing games with dice. Experience helps. I made a video many years ago called “Dice are not the answer”. That’s exactly the point it was trying to make: dice should be used deliberately and cautiously. They shouldn’t be used to decide outcomes in your game just because you can’t think of a better way. I love dice games and always have. Some of my earliest reviews were raving about Piraten Kapern, Wurfel Bohnanza & Strike! And one of my own designs, Thrown, is a dice game too.

  • @Onthewayover
    @Onthewayover 6 дней назад

    That was painful and necessary. Thank you for setting up the worst pitch with the most patient publisher in the business 😂

  • @mjolasgard2533
    @mjolasgard2533 6 дней назад

    I'm a Frustration Fantaic... and I would complain... but I haven't rolled a 6 yet.

  • @krotenschemel8558
    @krotenschemel8558 6 дней назад

    Actually, this is not a good list. I agree with some of the points, but a lot of points are "popular old mechanics, which have prominent examples of bad employment", some are "popular old mechanics, which were the only feature of a game or dominated the game too much" and some points really are "intrinsically bad mechanics". But being careful to avoid a certain mechanic in a specific context is something else to getting rid of them entirely.

  • @happypantsfilmmaker1797
    @happypantsfilmmaker1797 6 дней назад

    The point about how games should be fun even when you are loosing I think is really important. There are so many games that just become straight up not fun halfway through as the loosing player because your opponents advantage just keep snowballing and you have no chance to recover.

  • @Sawta
    @Sawta 6 дней назад

    14:25 the mistake that you are making is that there is a _desire_ for players to become "immersed" in the game. Some might, but I suspect that just as many do not care an iota about "immersion". Games like poker, roulette, blackjack, etc. are primarily random events with an _illusion_ of choice or skill. Randomness is not bad, in spite of what modern game design might whine about. Randomness is good because it acts as an equalizing event to allow less competitive, less serious players, to have a chance to catch up _by_ chance. The only reason that premise doesn't seem appealing to some is because there is a presumption of a _desire and demand_ for strategy. Games can be simplistic, gimmicky, random, and still still be enjoyable precisely because a great deal of attention isn't needed. The only reason why this point isn't more pronounced is because casual players don't buy niche boardgames - they buy *fun* boardgames, like Monopoly, Risk, Battleship, The Game of Life, etc. They enjoy chance, because chance is exciting and enjoyable. Because strategy and deep concentration _are not_ fun, _are not_ interesting, and _are not_ pleasurable to play casually.

  • @gabimferraz5212
    @gabimferraz5212 7 дней назад

    okay but like, bro u mantioned EVERY single game i know kkkkkkkk, what are board games even about now a days

    • @AdaminWales
      @AdaminWales 7 дней назад

      There are over 1000 new board games released each year. If you like these games, you’re going to LOVE the games which have come out over the last 30 years or so. Carcassonne, Ticket to Ride, Wingspan, Pandemic, or Dominion would be awesome starting points! And this channel has hundreds of videos showing off different types of games released over recent years. Welcome!

  • @morgasm657
    @morgasm657 7 дней назад

    Monopoly isn't supposed to be fun, its a lesson in the shortcomings of capitalism. Its supposed to make you realise landlords are the devil.

    • @AdaminWales
      @AdaminWales 7 дней назад

      The precursor to Monopoly, The Landlord’s Game, was indeed intended as an educational tool - with two modes of play contrasting different economic theories. I think it’s a stretch to describe Monopoly as having the same goal. This version is a gross simplification of the original, stripping out any context or comparison of different theories. It has been promoted for many decades as “great fun for families” and isn’t generally promoted as educational.

    • @morgasm657
      @morgasm657 6 дней назад

      @@AdaminWales promoted as great fun for families isn't the same as, "great fun for families" though and it's pretty educational on the effects of a wealth gap. It's a game that inevitably ends up with some people really pissed off. And the fact that it's been rebranded as a "fun game" and not an educational tool is just capitalism at work. Anyway, the video overall was good 👍

  • @guacamolen
    @guacamolen 7 дней назад

    Thanks for this overview! I'm wrapping up a design for a trick-taking game and came here to see how unique of a scoring mechanic is that I'm introducing, and I'm leaving with a lot of respect for designers in the genre.

    • @AdaminWales
      @AdaminWales 7 дней назад

      Thanks - that’s great! Good luck with your game :)

  • @SergioLopez-el5pp
    @SergioLopez-el5pp 7 дней назад

    You have Mana Man instead of Mana mana in the description. I love your videos. Thank you.

  • @All4Tanuki
    @All4Tanuki 7 дней назад

    I dunno man, that road trip sounds kinda good...

  • @TheJuicyTangerine
    @TheJuicyTangerine 7 дней назад

    There is a range of mechanisms that could be considered "take that". Take that, aggressive mechanics, and otherwise player interaction are important game mechanics. But what I can't stand are "nope" mechanics that just allow you to say no to whatever (unstable unicorns as an example). There are so many better ways to address this. Counterspells in Magic the Gathering is a example of a "nope" that is at least interactive and able to be signaled. In exploding kittens, the one who has the most nopes is generally the one who wins.

  • @RaveKev
    @RaveKev 8 дней назад

    @34:40 haha, i wanted to design a memory game.. :-D let's try

    • @AdaminWales
      @AdaminWales 7 дней назад

      You might find my most recent video helpful ;) How to Design a MEMORY Board Game ruclips.net/video/r0s_7p-ZAQI/видео.html

  • @nickvandam1214
    @nickvandam1214 8 дней назад

    I've been working on a worker placement game for fun. Thanks for your video. Do you have any suggestions or videos on how to determine the values of actions/cards in a game? I know balancing is fine tuned through playtesting, but is there a good method to start from? Right now I feel like I'm throwing spaghetti at the wall. Thanks!

    • @AdaminWales
      @AdaminWales 7 дней назад

      That’s a good topic, and I’m not sure it’s a strength of mine. I might have a go at covering it one day. But I’m probably a spaghetti man too…

  • @al2642
    @al2642 8 дней назад

    Thanks for your videos. They are great, informative, well referenced, inspiring. Never give up!

  • @redshadow310
    @redshadow310 8 дней назад

    Lol I can't watch anything witch mentions "Skip a turn" without thinking of the game Android. You only get 5 or 6 turns in the entire game, and it can be 40-60 minutes between turns. We had one player forced to skip 2 turns in a row ensuring he spent more than 2 hours between turns.

  • @rantschler
    @rantschler 8 дней назад

    I hate your videos. They introduce me to more things that I'd like to try than my bank account will allow me to buy or my schedule will give me time to play. Now i have to plan which of these games I can sneak in tonight without my wife noticing.

  • @thedspenguin
    @thedspenguin 8 дней назад

    I was out of the house on vacation when this video came out but I... remembered... to come back to watch it.

  • @HansVonMannschaft
    @HansVonMannschaft 8 дней назад

    I disagree strongly. I'm incredibly tired of how many games consist of everyone doing their own thing and then points are counted at the end. Direct conflict and player elimination can be incredibly important for giving the players an actual feeling of competiton and success.

  • @darthrainbows
    @darthrainbows 9 дней назад

    Have you made any content addressing accessibility in board games? I see so many games out there that are completely unplayable for players with moderately impaired vision or color blindness, all of which could be fixed with better visual cues. A good example is Too Many Bones: a great game that is utterly unplayable if you can't differentiate the dozens of icons used on the dice and tokens, almost all of which are printed so small that even with my mostly-good vision, I had difficulty.

  • @juddvance7721
    @juddvance7721 9 дней назад

    "Don't use reference tables" Tell me you've never played a wargame without telling me you've never played a wargame.

  • @Frustratedartist2
    @Frustratedartist2 9 дней назад

    That Simpsons monopoly is beautiful! As a *video* game design beginner, this was very helpful. It reminded me of a relatively recent game, Triangle Strategy, a turn based strategy RPG. For the magician characters, using magic costs you a "turn point" resource, which gets filled one unit per turn. Usually, the useful magic attacks cost 2 points or more. Therefore, after using magic, you have 2 turns with these characters where you can do nothing. If you want to use the most powerful magics, you have do to nothing for 4 turns. It feels like a punishment for using magic, not like a price. This mechanic of "pay with turns" is very common in Square Enix games for the last couple of years, and I hate it. It's suppose to be a risk-reward thing, but if the price of doing something cool is doing nothing, the player in fact chooses between weak choices and boredom in the next turn. That's not a good choice in a game.

  • @fanshaw
    @fanshaw 9 дней назад

    I don't see much in the way of improved materials quality. Plastic still dominates when wood would turn the thing into an heirloom. Tile games like Rummicub would be so much better and more robust. Ticket to Ride could go all out with high-quality trains and carriages - metal, maybe with enamel paint, but no, cheap plastic. Given the pricing of games these days, it seems mean-spirited. Board games are a tactile experience, different from far more sophisticated online games - make it a good one.

  • @bruceknight3720
    @bruceknight3720 9 дней назад

    Have you played Trio / Nana? It's a twist on pairs. You have to find 3 matching cards, and you can ask to see other players' cards. Very interactive and enjoyable.

  • @WreckItRolfe
    @WreckItRolfe 9 дней назад

    I hated lack of player agency even as a child.

  • @unionfuerza
    @unionfuerza 9 дней назад

    It's My first time in the channel, I don't know if You Make it but a Video about "Boss Rush" games could be interesting!

  • @GoldShockAttack
    @GoldShockAttack 9 дней назад

    I've enjoyed playing Lords of Waterdeep which is definitely in this genre

  • @EAtheatreguy
    @EAtheatreguy 10 дней назад

    This video seemed to only focus on competitive games, so I'm curious if you think event decks are a problem in coop games like spirit island

  • @fcohex6148
    @fcohex6148 10 дней назад

    Guy makes a lot of assumptions about me in the first ten seconds.

  • @coreylapinas1000
    @coreylapinas1000 10 дней назад

    Nobody in specific invented chess and it shows

  • @JoshuaThomas-sr9oq
    @JoshuaThomas-sr9oq 10 дней назад

    We draw at end of turn unless we are playing with the builder.

  • @whoeveriam0iam14222
    @whoeveriam0iam14222 10 дней назад

    Dominion is really too short for that headwind to make an effect You only have to get 4 of those 6 in a 2 player game and you'll win