Game Parlor
13936 Metrotech Drive
Chantilly, VA 20151
Ridere, ludere, hoc est vivere.
Thursday, May 8, 2014
UnPub Mini Chantilly on Sat 21 Jun
Designers and boardgamers in the northern Virginia area, mark your calendars: Saturday 21 June will be an UnPub Mini event at
Friday, April 25, 2014
Luck, skill, and research
Last week I opened a discussion on my effort to quantify game characteristics. I had in mind that I would explore this question on my own, somewhat in a vacuum, based on my own experience and opinions, as something of an exercise to see what defensible conclusions I might reach.
Sunday, April 20, 2014
Thoughts on quantifying game characteristics
Gamers tend to characterize games in terms of luck vs. skill, replayability, lightness vs. depth, and so forth. These qualitative assessments help us to evaluate what we might like or dislike about a game before we've played it ourselves, or help to consider which games might be appropriate for a specific social, tournament, or convention setting. These characterizations also help in establishing design goals and parameters as well as assist publishers in determining which potential titles will fit within their product line.
Friday, April 11, 2014
Reactor Scram: early playtesting
I have finally started working in earnest on a co-op idea I've had percolating in my mind for the last few weeks. The theme is that the players are workers in a nuclear reactor plant whose maintenance has been neglected, until finally the bad day comes when everything seems to break at once. The goal is to get the plant into a "safe condition" without melting down a core or irradiating any of the workers.
I ran a couple of solo playtests. I won one and lost one, which made me think that I've got the initial balance at least coarsely in the right neighborhood. What surprised me was how quickly each game completed - roughly ten or fifteen minutes per game. I usually have the opposite problem with the games I design - play times that run way too long. Right now I've got a game that takes more time to explain than it does to play. So I want to figure out some way of extending the gameplay as well as the "story arc" so that I'm not just "making it longer" for the sake of making it last.
First prototype of "Reactor Scram" |
Thursday, April 3, 2014
Winter photos
Saturday, March 29, 2014
PrezCon 2014 Part 5: Finals
(c) Rio Grande Games Used by permission |
Monday, March 24, 2014
PrezCon 2014 Part 4: Social gaming
Part of what I love about conventions is re-connecting with gaming friends as well as meeting new people. This year at PrezCon, I got to meet in person Dan Patriss, whom I'd heard many times on the Geek All Stars podcast. He was with Chris Kirkman of Dice Hate Me Games, and Friday night we got together with Stephanie Straw, T.C. Petty III, and Darrell Louder for a couple of late-night games.
Thursday, March 20, 2014
PrezCon 2014 Part 3: Pillars of the Earth final
As I mentioned in my previous post, I ran the Pillars of the Earth tournament at PrezCon again this year. I had two heats totalling 14 different competitors in five games. Four of the five qualifying winners showed up for the final: Shane McBee, Philip Shea, Jeff Thornsen, and Tom Snyder. I have really come to enjoy watching tournament games, because I get to see some real high-level play. This year's final was no exception.
Subscribe to:
Posts (Atom)