The title of this post is not entirely truthful, as it would be a lie to say that the games we design and/or publish are completely solvable. Randomness is there, but the way we implement it is an element of a specific design philosophy… and of our personal tastes.
It’s been some time since Simurgh: Call of the Dragonlord found its way to our Kickstarter backers, and although the game is not yet widely available, I’ve had the chance to read some reviews and talk to some people who played the game with the expansion.
While it took me some time, I finally got to see Stranger Things, and I loved it. It gripped me right from the start, and did not let go until the search for a small town boy that vanished on his way home from a Dungeons & Dragons game reached its conclusion.
When the realm of adventure game was ruled by Talisman, grabbing dice and strapping in for a wild, mostly uncontrollable ride was the standard. Thirty years after the magical quest game first hit the shelves, cardboard adventuring seems very different. But is it really?
Expanding games is a bit tricky. A very good game can be lessened by an expansion that destroys its balance, its flow, or its overall feel. A solid but imperfect design can be either improved, or made worse, depending on whether its flaws are tackled, or ignored. And the perception of any game can be… Read More Expanding Fears
Modern board games thrive on repeating, remixing and remaking. Taking a few well known elements, adding a few new twists, assembling them in a new way is – in most cases – all the innovation needed for a game to be successful. Thus, it should come as no surprise that some game publishers not only… Read More Systemic Success