The Heart of Hearthstone – Core Design Lessons

The Heart of Hearthstone – Core Design Lessons

I first titled this post, “I blame Hearthstone” – blame as in for completely sucking me in, perhaps to the cost of countless productive blog…

How to Play Test, Part 2 – Game Wreckers

How to Play Test, Part 2 – Game Wreckers

So a game or a play test went sour. But wait, was it the game or the players? Here are a couple categories of gamers…

Designing Games to Prevent Analysis Paralysis – Part 2

Designing Games to Prevent Analysis Paralysis – Part 2

In Part 1 of this series, I discussed the origins of analysis paralysis and five principles to keep in mind while designing. In this installment,…

Designing Games to Prevent Analysis Paralysis – Part 1

Designing Games to Prevent Analysis Paralysis – Part 1

— Analysis Paralysis On Wikipedia: ÔÇťAnalysis paralysis is an anti-pattern, the state of over-analyzing (or over-thinking) a situation so that a decision or action is…