Hiya and welcome to the 3DTotalgames website!
We’re constantly building new things so there’s a lot on. If you’re looking for recent news, game design articles and stuff like that, just scroll down. There are hundreds of posts on the subject! At the bottom right you can see some categories if you’re interested in particular ideas or projects.
If you’re interested in one of our games the bar along the top links to pages about particular games. Each page has an overview of the game, shows off some of the art and lets you know where you can get it.
I’m presently sorting through hundreds of cards for the SatW game, in the hopes of cutting the game down to a more reasonable size. I’ve played a lot of games with this prototype and have plenty of notes about each card. The most useful “at a glance” measure is that I’ve been ending playtests by asking “Which cards did you like? Which ones made the game worse?” and putting a plus or minus next to each card that gets mentioned (depending on whether it’s a positive or negative mention). This is less useful than you’d think.
Board games can put a lot of different skills to the test. I think that one of their attractions is in the way that they can tickle all sorts of different regions of your brain. Today I’d like to write about a particular skill and it’s implications for designers: Recognising situational value.
Today I’m processing a lot of Kickstarter orders, it just so happens that while Escape the Nightmare and Wizard’s Academy were kickstarted at different times their manufacturing processes have finished within a week of each other. Essentially my goal is to process the spreadsheets that Kickstarter gives you into a pile of address labels. There are thousands to get through and there’ll probably be a noticeable amount of time between the first one and the last one, so if I do your label first then you might see your game a week earlier than someone whose got done last. With that in mind I thought I’d write a guide to “Getting your kickstarter game first”
Hi everyone! After a relapse I am finally (mostly) recovered from spine things. I’m not allowed to fight anyone for a bit, but I’m up to walking and talking so I’m going to be bringing 3DTotal games to the UK Games Expo 2016
…so apparently now that I’m able to blog again something has broken the blog site so that image uploads don’t work. Alright, image free version of the post then…
I’ll start with a quick personal note: I’m recovering nicely from my injury. I’m getting really sick of being in bed and not seeing the outside (I’m told the weather’s nice) but I’m no longer in pain all of the time and can sit at a computer for an hour or two before I need to lie down again. This is a stark improvement in my quality of life and from your point of view means I can move from “Do the minimum necessary to make sure current projects don’t explode” to “Answer the odd email and write a game blog once in a while”. Things are likely to remain slow for another few weeks as I finish recovering, so please bear with me.
I’m trying a new process with my latest game. It’s quite a simple idea:
- Take something with a lot of elements.
- Duplicate each element.
- Modify each new element into something else.
- Test all elements.
- Delete the weakest half.
- Finish up with something that’s working even better.
Let’s talk about how that’s gone and the strengths and weaknesses of the approach.
It’s going to be a mathsy one this week, I’m interested in thinking about different ways to interpret dice rolls and what they mean for game design. It’s not going to be as off the wall as I was in 6, this isn’t about considering stuff like the position of the dice relative to the other dice, but even within those constraints there are still a lot of ways to interpret the number showing on the dice.
Over in the 404 variants section, Dan Bigmore made a suggestion about retaining action cards. This lead to a conversation about the merits of different types of hand and hand management from a game design perspective. I’d like to elaborate on these for today’s game design post, which will be all about different types of hands.
I played Saboteur 2 this weekend and found it one of the more tedious games I’ve ever experienced, by the halfway point I was just hoping that it would be over. It’s taken me a while to unpack why I felt that way about it, but I think I’ve got to the bottom of it: When I get to the end of a game, I like to think that I had a chance to win it.