One of my first games created in the RTS genre was Our Planet is Dying, a spaceship-themed game with grid movement in the Space (combat units) and free movement on the Base (resource-gatherer units). The overall gameplay was judged positively by the testers, but something was missing. Some time after
Tag: board games
Decisions as the Focus of Interactivity
This essay is a compendium of a talk I gave (Spanish) in October 1st, 2019, in the context of Gamedev Planet, a monthly gathering in Santiago, Chile, where gamemakers give talks and show demos of their in-development games. This talk focused on the decision-making process from the players and how to analyze
On Music Theory and Game Design
Maybe you don’t know it, but in the older days, I was a professional musician. I’ve struggled for many years trying to find a relationship between both worlds. Can we find a relationship between Music Theory and Game Design Theory? How could we benefit from that?
(Game) Design Is Not Art, But It Can Be
Charles Eames is one of the most notable designers of our time. Like many notable designers of the past, according to his views game design wouldn’t be considered art. But is designing a game art? Can game design achieve the status of an art piece?
Disco Elysium RPG System Analysis
Disco Elysium is without a doubt one of the most innovative and captivating games of the last years. Not only the story is richly told and amazingly written, but its custom RPG system has a lot for teaching aspiring RPG designers to create their own systems.
5 Great GDC Talks for Game Designers
GDC is one of the most important gaming events. It’s a great place to network and also to hear amazing talks given by experienced game developers in many areas. In this new post, I have selected 5 GDC talks that I think will be very useful for you.
Motivating Players Through Relatedness
One of the pillars of motivation is a framework known as Competence, Autonomy and Relatedness. But the last one, although being one of the most important for social connection, is often left behind by (especially single-player) game designers. How can you add Relatedness to your single-player games?
Before We Leave – Economy Analysis
There are games with very innovative mechanics that seem familiar, although new. There are other games that have stunning graphics. And there are others like “Before We Leave” that have both. The economy of the game is innovative, yet easy to grasp. How can you achieve this balance?