Fight or Flight in Game Design: Or All About Knowing When to Grapple With a Design and When to Run From It

Steven returns from the Indie Jungle to answer the perennial question: do I stay or do I go. Steven hopes to help guide you in figuring out which design or ideas to stick with or to leave behind. His current design Sprawlopolis, mentioned in the post, is killing it on Kickstarter.

The Big Question & The Big Answer

I’m relaunching The Big Question / The Big Answer feature on Go Forth And Game. In The Big Question / The Big Answer I ask designers and gamers a question related to gaming via Twitter, email, and other means. I then gather and compile the answers and will post them. This time I asked my game designer acquaintances this question – Why Do You Design Games? What is your motivation? I got some pretty good feedback from a number of nice designers. Here’s what they said. -Odin Phong, a game blogger says “I do it because I like playing new games and it keeps my brain engaged.” -Savage Yeti Games, creators of PatchWord, replied “It keeps my mind active and there’s something about making disparate ideas mesh together into a new whole.” https://www.savageyetigames.com/ -Rick Lorenzon, designer of Lords of Alchemy, says “I started designing because I wanted to create a…

Component Studio: A designer’s best friend

Today, Fairway is taking a look at a brand new service from the folks at The Game Crafter that lets you “automagically” create and maintain cards and other component images with templates and a spreadsheet: Component Studio. This new service will make the lives of anyone creating or maintaining large numbers of game components lives much easier.

Fairway Thoughts: Grove’s Bag Building

Today, Fairway reflects on the very clever “Bag Building” game mechanism used by co-contributors Steven Aramini and Dan Letzring in their upcoming Kickstarter game, Groves. This peculiar variation on the common deck-building or deck-optimization mechanisms results in some fantastic game play. So fantastic, it’s worth exploring in a bit more detail.

The Jungle Gets Graphic: Or All About Graphic Design-Led Games in an Illustrated Age

The Indie Jungle is a lush, vibrant world, filled with color, beauty and eye-popping wonderment. From wildly imaginative images in games like “Mysterium” to stellar fantasy portraits like “Abyss” to rich visual landscapes like “Tides of Time,” illustrations can transform board game players to a different reality.