• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Chance, Choice, or Conspiracy?

6 posts in this topic

The roll determines the outcome, and this works fine but it means the outcome is based on chance.
So what? It's based on chance, that's fine... Don't demonize the dice/chance, it's not evil, it's part of the game.


can spend those tokens to decide the outcome of events.
I don't recommend, it's not thematic and confusing. An event is an event, you can't spend some tokens to change the event, it's not how it works in real life :D


The most intuitive is to get 2 event cards and decide which one to play.


Military Cargo Crate
While wandering through the wasteland you discover an intact military cargo crate.

Pay 1 Computer Code to draw a random gear card


Attempt to Hack the Lock

1 (red) - The crate is rigged and explodes causing 1 wound.
2-3 (white) - Despite your best efforts you can’t get it open.
4-5 (blue) - No puny lock is a match for you, you gain a random gear card.
6 (black) – With your skills you not only unlock the crate but salvage the explosive. Gain an explosive and 1 random gear card.
Too long, you will have big trouble to fit this on a card (small font, no/small picture). If there is multiple choice on a card these choices need to be one liners (check BattlestarGalactica) other wise it looks messy.


Generally, I advise caution on visuals when designing boardgames, these has much more restrictions than computer games. Take a piece of paper and writ this on your card and hold in in your hand, it might change your perspective :)



Also, I have a reservation on using dice+cards. I mean, you need to hold cards in your hand, throwing dice is... well, not recommended when youtr hand is occupied (it's not that fun). Plus, youi already have random generator (other cards), so it's not usually needed (the typical mechanic in modern games would be "draw another card from the deck and check the symbol in the corner (1-6)", so the other cards act as a dice).


Share this post

Link to post
Share on other sites

I like the player choice option best (color tokens).

Otherwise, it would be a game of luck rather than skill, and I hate those (personal opinion).


Share this post

Link to post
Share on other sites

Giving the tokens meaning would be important and let me finally find a use for gear.
So what I'm thinking is:
Red - Violence
Black - Subterfuge
White - Social
Blue - Technical
Green - Survival

Acquiring a gun would give 1 red
A tool box 1 blue
Being the Engineer and revealed -  2 blue
A card has options those options might be gear or supply specific like being attacked by a wild dog and having a gun or they might have 1 or more skill marks beside them.
Some options might be marked as mandatory so you have to take that choice if you have the requirements generally always a bad outcome.
What would be interesting I think but would require lots of cards is have duplicate cards with different outcomes and instead of the player reading the card another player gives them the choices and the player decides how to solve it before seeing the outcome. 


Then there is still the question of whether tokens are spent during a turn or its just a question of having the right point score.



Edited by TechnoGoth

Share this post

Link to post
Share on other sites

The traditional way would be to roll a d6 and consult a chart on the card.


I'm not getting why this is the "traditional" way -- am I mistaken in thinking that you are designing an electronic game rather than a board/tabletop game?


I love randomness.  Randomness makes games replayable.  I've gone through the same three scenarios of Combat Commander (tabletop wargame) dozens of times because the random events, goals, and encounters keep it fresh.

Edited by GoCatGo

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0