Blog Archives
Gen Con Pictorial Recap
It had been two years since my previous Gen Con. The last time I visited was 2016. I’m so happy my friends and I decided to go back this year! However, instead of a verbose write-up about my experience at Gen Con I thought I’d create a pictorial recap. Enjoy!
If you made it to Gen Con 2019 and have some great memories, go ahead and leave a comment! (I’ll approve it when I get a chance).
As a side note, one of the highlights for me was that my buddy and I had a successful game design pitch with the publisher taking home the prototype! Totally awesome!
Different Approaches to Game Design
I’ve been messing around with half a dozen designs lately and I seem to be stuck on each and every one of them. The only design that is making progress is a co-design with a friend of mine. So I’ve been thinking about mixing it up to try some different approaches to designing game. Today I wanted to present four approaches that you can use as a starting point. I am going to try each of these four approaches over the next month and see if I find inspiration.
Theme First
One of the most popular ways of starting out a game design is to choose a theme that you think is interesting.
This is a wide open way to design. You could choose to design about paratroopers rescuing chickens stranded on Antarctica. You could design about scuttlefish escaping sea urchins.
Going Theme First allows you to choose whatever you want the game to be about. Once you’ve chosen the theme you can then begin to consider the mechanics that might fit with the theme.
I personally like Theme First design. I like to picture myself immersed in the theme wondering what ways I can bring the theme together and make it feel like a grand experience.
Mechanic First
This is probably the other most popular way of designing a game. The designer might come up with a really interesting way to play a game. This could be a new component, a new way of using a component, a new combination of mechanics, or other things that haven’t been done before. Or you could pick a mechanic that has been done before and add a twist.
Once you’ve figured out your main mechanic and made it playable you can try to figure out what type of theme might fit with your mechanic.
This way of designing assures the designer that their game will utilize a gameplay mechanic that they like.
Scoring Condition First
This is a lesser used way of designing games. Some abstract games are designed with the scoring condition as the driver for the design.
This is essentially a specific variant of Mechanic First design, but with the end-game in mind. Designers choose how they want the scoring to work. Then they will fill in the design with the mechanics and slap on a theme if necessary.
This is something that I’ve been wanting to do but have not found a scoring condition that I like enough to build a game around.
Component First
This is a tough one to do because most designers don’t design around a “final product” type component. But there are times when a designer may make a game from the components that they have available.
When designing component first you would often choose a component or components that you really want in your game. Then you would choose a theme or mechanic that will work with those components.
This can be pretty awesome if you have a great component in mind. If you want to go with this approach it is probably best to be innovative and use either new components that haven’t been used in games before or to utilize existing components in new ways.
There are, of course, other ways to get started with a game design but I think these four ways are a great starting point to get you thinking about your game designs. If you have other ways that you think are important, please share them in the comments section. Thanks for reading and have a great Thanksgiving (If you are in the US) or a great weekend around the rest of the world.
Monday Brews – 11-24-14
It’s Thanksgiving week here in the US and my schedule has me in the office only two days this week! Since I didn’t post a standard Monday Brews last week we’ve got a lot to cover! Let’s start with the Barley…
The Barley:
BARLEY SPOTLIGHT:
Sixpoint Global Warmer Imperial Red Ale
I had never had an Imperial Red Ale before. It was quite enjoyable. Sixpoint produces pretty hoppy beers, but I found that the “Red” style complemented the hoppy character quite well.
- Deschutes Mirror Pond Pale Ale
- Ale Asylum Bedlam Belgian IPA
- New Belgium Accumulation White IPA
- New Belgium 1554 Black Ale
- Deschutes Jubelale Festive Winter Ale
- Wisconsin Brewing PsycHOPath Imperial IPA
- Capital Autumnal Fire Doppelbock
- MKE Black Iron India Black Ale
- Great Dane Stone of Scone Scotch Ale
- Anchor Brewing Brekle’s Brown
- New Glarus Pie Lust Pumpkin Ale
- Capital Ghost Ship White IPA
- Lake Louie Warped Speed Scotch Ale
The Boards:
BOARDS SPOTLIGHT:
Mutiny
I have a love/hate relationship with Mutiny. I hate it because I’m terrible at lying and you have to be sneaky in this game. I love it because it’s SOOOO good, and just got better!
We tested a new version with new roles for the game. These new roles added a lot to an already terrific game. I’m very excited for the future of Mutiny!
- Lewis & Clark
- Angry Dice
- Forbidden Island
- Lost Legacy: Flying Garden
- 7 Wonders
- Crokinole
- Unpublished Prototype by Jeremy Van Maanen
- Unpublished Prototype by Adam Buckingham
- Unpublished Prototype “Ziggurat”
- Unpublished prototype
- Sushi Go!
Normally I also share a “Designer’s Corner” update but there’s too much to discuss here briefly. So I’m planning on having a Game Design Debrief after Thanksgiving. I’m sure you’re looking forward to that!
Design: The Grand Illusion
Ladies and Gentlemen, I welcome you to the big show. Tonight I will be performing a series of illusions of the highest grandeur. You’ll see things that no human has ever seen before. And then you won’t see them! Tonight it’s all about the magic. For my first trick I’ll need a volunteer…
I came up with a new game design theme a few weeks ago and it’s still rattling around in my brain. So I figure I should try to turn it into a real game design. For some reason I’ve decided to do all the design publicly on this blog. I think this will be a fun way to show people what is all involved with the game design process and I’m also looking for involvement from all of you!
So these design articles, starting today and continuing on Thursdays, are meant to be an open source forum of sorts where I welcome your comments, ideas, suggestions, etc.
Game Theme

I love the look and feel of vintage magician posters from that era.
I love the movie The Prestige. It’s a fascinating movie about competing illusionists in the early 1900s. If you’ve never seen it, I highly recommend it. For me magic has always been an intriguing thing. Last year I had the chance to visit the Harry Houdini museum in Appleton, Wisconsin. It was neat to learn about his story and more about the era as well. It seems like an interesting time to have lived.
So I want to make a game about competing illusionists from that time. Therefore The Grand Illusion is all about magicians and their competition to earn the best reputation.
You are a street magician in the early 1900s beginning your career. You’ve got a few tricks up your sleeve that no one else has mastered. It’s time to build a reputation and become a household name in the field of magicians.
You start small doing a few tricks for small crowds on the street. Do them well and your skills will increase, as will your reputation. When you’ve got enough of a following then it’s time to take your show to a real stage. But beware, the crowd will always be expecting bigger and better!
If you can find a way to continually master new tricks and perform them flawlessly, then you may end up as the greatest magician of all time!
Basic Concepts and Components
My original thoughts for the gameplay involve card drafting and set collection. The concept is that you have to collect sets of cards that allow you to perform certain tricks. The bigger the set, the more likely you are to perform the trick flawlessly.
But there’s a catch. You know the old “Ball and Cup” trick? The idea of the trick is that there will be a ball under one of three cups. Then the magician will move them around and try to get you to lose track of which cup the ball is under. I want to utilize this as a mechanic in the game. If players each contribute a card to a common hand these would represent the cups. Then if there were a special card added to that hand it would represent the cup with the ball. Then players would blindly draft and whomever pulled the cup-ball card would get to perform the best trick. That’s my basic original concept for one of the mechanics in the game.
What I want players to feel throughout the game is a sense of accomplishment while teetering on a sharp edge. Players should attempt tricks and illusions throughout the game but always with some risk of failing and letting down the fans.
Each set of cards used for performing tricks will have several different symbols on them. These symbols represent different illusionary skills such as sleight of hand. When you complete a trick you can increase your skills in any or all of those categories. One emphasis for that decision making process would be that each player has a Grand Illusion that they are working toward completing.
The Grand Illusion
Like a private scoring condition, the Grand Illusion card that each player holds is a trick that could provide a huge boost near the end of the game. It is a trick that can only be attempted once, so players will want to make sure they have a skill set that will help them perform the trick with high success.
The idea is that as players become better magicians and build an audience and a reputation they realize that they have to keep increasing the awesomeness of their tricks or else the audience might go to another magician. So by performing their Grand Illusion it could put them at the top.
What’s Next?
So that’s the current state of the design. It is just a bunch of basic concepts. But that’s where you all come in. What would you like to see in a game about Victorian era magicians? What mechanics, themes, components would you like to see?
Let’s design this together. Please comment on this article or reply on Twitter. I’m looking forward to designing this publicly with all of you. Thanks for reading!