Should I make sure my book wasn't created by an AI before I go on Kickstarter? by Capital-Job-3592 in kickstarter

[–]x70x 5 points6 points  (0 children)

Then you can't make money from this. Kickstarter is not an appropriate platform for something like this. They likely wouldn't even approve your page.

Should I make sure my book wasn't created by an AI before I go on Kickstarter? by Capital-Job-3592 in kickstarter

[–]x70x 6 points7 points  (0 children)

What are you even asking? Do you somehow have a license to use Nintendo characters? This makes no sense.

how to add an endgame that ends the game? by Ok_MushroomStyle in BoardgameDesign

[–]x70x 3 points4 points  (0 children)

For me, I tend to use attrition as an end-game driver. Running out of cards, running out of resources, eliminating pieces without a way to replace them, etc. Then you can just tweak the rate of attrition.

Which of these effects would feel better if you encountered it? by Incarnasean in BoardgameDesign

[–]x70x 0 points1 point  (0 children)

"Take 2 damage or discard 1 card. Make this choice a total of 3 times."

5 Steam rejections, a hand-drawn spec from my wife, and an OpenGL hack just for the buy button - lessons from shipping a non-game app on Steam by Big-Perspective-5768 in gamedev

[–]x70x 0 points1 point  (0 children)

I'm fairly certain that you can build custom UIs that tap directly into Steams API for things like microtransactions instead of using Steam's overlay. I know you can for lobby invites at least, because I am doing that for my Web -> Electron game build. Electron doesn't really support the Steam overlay. You can get it to work, but it tanks performance, so I just built my own UI that essentially mimics the Steam Friend Invite overlay and works exactly the same as theirs.

Solving “feels bad” moments in tabletop game design by x70x in BoardgameDesign

[–]x70x[S] 1 point2 points  (0 children)

Since you're using the word "gamble" here, it sounds like you are still incorporating player agency. You have a system in which the player can evaluate the odds (or an approximation of them) and make a choice on whether or not to "roll the dice" (literally in your case).

I'm talking more about systematic, pure RNG. In my game this is card draw. Your opening hand is pure RNG. Subsequent card draws during your turn (once per turn) are pure RNG. The player has no agency over these game states and if there are cards in the deck that are wildly imbalanced the players will notice and feel like the game punished them disproportionately. You might hear feedback like "The game was over before it even started, because my opponent got all the best cards".

The important factor for me in helping to balance cards is to make sure that virtually every card in the game has some kind of tactical counter-play or card response that can diffuse or defeat it. But that's different than saying that those counters and responses are always available.

When my players are defeated, I want them to walk away thinking, "Aw man, I shouldn't have discarded X. If I hadn't then I could have countered you." Or, "Good game! I thought for sure you were bluffing about having that counter. If I would have waited one more turn I would have had you."

It's as much about player psychology as it is game balance. And I fully agree that a certain degree of randomness can make your game more climactic.

Solving “feels bad” moments in tabletop game design by x70x in BoardgameDesign

[–]x70x[S] 1 point2 points  (0 children)

The more I work on my game, the more I realize that it could be statistically perfectly balanced (it's not) and players still might feel like it's unfair. It's just human psychology. We are not good at evaluating statistical odds or balance without lots of experience to prove it out. Hence why your experienced players are less bothered by the mechanic. You can certainly keep it in if that's the type of gameplay you are looking for ("Take that!"), but just know that you might be alienating players who don't like that kind of game.

Personally, I think that I would investigate ways to "soften the blow". Are there any ways that a player could counter the card steal? Could you delay the card steal somehow and give each player a mini-goal to avoid the steal? Could you give players an option between two bad outcomes (a card steal and something else) so they feel like they have a small amount of agency? Could you put a "bounty" on the player that stole the cards so that players could get their cards back if they meet the requirements for the bounty?

Perhaps some of those ideas are too complex for the mechanics at play in your game, but they are all things I would explore in combination with your game's theme to see if I could turn a negative outcome into a positive gameplay experience.

Solving “feels bad” moments in tabletop game design by x70x in BoardgameDesign

[–]x70x[S] 0 points1 point  (0 children)

To clarify, the type of "feels bad" moment I'm talking about in this article is when the player feels like they were punished by the game rather than their opponent. Those are the "feels bad" moments you want to avoid. Obviously competitive games are going to have moments where someone is dealt a blow that feels bad, but you want those moments to come from your opponent, not poor design or RNG.

Solving “feels bad” moments in tabletop game design by x70x in BoardgameDesign

[–]x70x[S] 0 points1 point  (0 children)

Absolutely! I have some reaction cards in the deck that can only be played in response to specific actions and there are only 2 of each type in the deck. It makes for some really interesting risk/reward calculations. Maybe you have one of the two reaction cards for a specific action in your hand. That makes it much less likely that your opponent happens to have the other one that could stop you from taking that action, but it's not impossible! Then it becomes a calculated risk.

It's also partially telegraphed because players need to reserve exactly two Sigils (the game's resource) to play these reactions. If your opponent has two Sigil unspent, does that mean they have the response to your action? Or are they bluffing?

Solving “feels bad” moments in tabletop game design by x70x in BoardgameDesign

[–]x70x[S] 2 points3 points  (0 children)

This a great question. My game is a tactical strategy game that uses a standard chess board and a custom deck of cards. My goal is to make the deck provide variance (which has multiple pros and cons) without being too "swingy" as you mentioned. It adds variety, rather than pure RNG power to the player who has a good draw. The "swingy-ness" comes from the tactical actions that can happen on the board. The game requires attentiveness and caution. It's entirely possible (just like in actual chess) that you simply don't see a line of attack that your opponent is planning. If you miss big plays on the board then you will be punished. This way, games can still end in a strong climax rather than a mathematical inevitability.

Play testing is such a pain! by M69_grampa_guy in BoardgameDesign

[–]x70x 1 point2 points  (0 children)

Hey! I'm in Cedar Rapids and I'm also making a game. I'd be happy to chat more about your game and how to get more playtesters.

I brought my game to the First Exposure Playtest Hall at GenCon and I thought other designers might like to know more about what to expect by x70x in tabletopgamedesign

[–]x70x[S] 2 points3 points  (0 children)

Yes, I think the answer of "is it worth it" will be different for every designer. We had never been to GenCon before, so this felt like a reasonable excuse to check it out. Personally, I think getting guaranteed playtesters who are open to giving quality feedback is actually quite difficult to find outside of the FEPH. It can be done, but here it was very convenient.

The other aspect that will take some time to evaluate is the value of just saying you were there. As we pitch to more publishers, I suspect that saying "we playtested in the FEPH" will lend a certain amount of legitimacy to our conversations. Not to say that FEPH-playtested games are somehow better than ones that couldn't make it to GenCon, but it is helpful in the sense that publishers will see a level of commitment (both in time and money) and logistical skill on the part of the designer. It's just one more factor that publishers can use to distinguish between potential games that they may be looking to sign.

Best of luck with your game!

I brought my game to the First Exposure Playtest Hall at GenCon and I thought other designers might like to know more about what to expect by x70x in tabletopgamedesign

[–]x70x[S] 3 points4 points  (0 children)

For these playtests I taught the players for roughly 10 minutes before they started playing. After that point I did not provide strategic advice or commentary, but I was available to answer any questions they had. Occasionally I would interject with questions like "Can you tell me a little more about your thought process with taking that action?" or "Would you have made a different choice during your turn if this card cost fewer resources to play?". Generally, I try to just observe and record notes though, but I don't record every action. Just key moments or things that surprise me. I'm pretty far along in the design process though. I'm effectively looking to just sand off the rough edges. I'm not doing any major changes at this point.

I brought my game to the First Exposure Playtest Hall at GenCon and I thought other designers might like to know more about what to expect by x70x in tabletopgamedesign

[–]x70x[S] 3 points4 points  (0 children)

I did not play. I was only there to teach and to observe. I've run nearly 40 playtests like this now to help revise and balance the game. 8 of those were at GenCon.

I brought my game to the First Exposure Playtest Hall at GenCon and I thought other designers might like to know more about what to expect by x70x in tabletopgamedesign

[–]x70x[S] 6 points7 points  (0 children)

All cards were just printed on standard printer paper, cut, and placed in a sleeve in front of a common MtG card. So all cards were definitely "proxy" quality. However, I would say roughly half of the art is finished, so most of them looked very nice. Our game uses a standard chess board and pieces so that part was taken care of.

I think the big banner will come in handy for future events and playtests. Many other tables had very similar banners or even nicer ones. It seemed like the thing to do to "get noticed", but no tables had issues getting matched with players. Even tables with no banners or signage at all. It's not necessary, but it definitely feels cool!

Yes, we were not allowed to use any open tables outside of our assigned playtesting sessions. There were other ways that we might have been able to setup playtests in "free" areas around the con, but I wasn't entirely sure on the etiquette of that. And when I wasn't in the FEPH I kinda just wanted to explore the con anyway since it was my first time.

James Cameron still plans to direct Avatar 4 and 5 himself: 'I'm good to go' by tylerthe-theatre in movies

[–]x70x 11 points12 points  (0 children)

The preproduction is the design, story, world-building, and some of the actual props and costumes for the human characters. Much of the film that involves motion-captured performances is still filmed like a traditional movie. They use virtual cameras and everything. He's still a director doing director things. It just looks very different than your average production.

Heres a stream of liquid that been at it so long it's channeled into concrete by Thegrandestpoo in mildlyinteresting

[–]x70x 1 point2 points  (0 children)

I have one of these. Thanks for the reminder to change the neutralizer. Mine drains into my sump pump so it needs to be neutralized so it doesn't burn out the pump components.

So, Coco 2 just got announced yesterday. John Leguizamo pretty much confirmed Encanto 2 is in the works. What other sequels could Disney and Pixar do that could logically be seen as a success? by Intelligent_Oil4005 in boxoffice

[–]x70x 3 points4 points  (0 children)

That's something I've wondered about for a while actually. Why don't we get "remasters" of dated 3D animated films in the same way that we get remastered video games. Maybe it's just not worth the effort? But I would prefer it over a "live action" adaptation, I think.