Sorry, real-life stuff is getting in the way of more game design discussion (and I’m almost done anyway). So I think today I’m going to detour and do a short post about the kind of gameplay that happens mostly outside the game, and come back next week sometime with a wrapup post. (Incidentally, Alexis showed up and put a couple comments on the last post, which was pretty cool to see.)
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May 14, 2010
Echo Bazaar (pt 5, Social Games)
May 9, 2010
Echo Bazaar (pt 4, Tactics)
Greetings, delicious Echo Bazaar discussion fans. In the previous post I addressed item economy, adventure arrangement, and overall game goals — in other words, the things that define your long-term strategic play. Today we’ll be talking about the short-term stuff: tactics.
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May 4, 2010
Echo Bazaar (pt 3, Item Alternatives)
May 2, 2010
Echo Bazaar (pt 2, Incentives)
Here’s my next Echo Bazaar post. If you haven’t played, read the previous post, so you know what I’m talking about. And what I am talking about today is some incentive analysis.
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Echo Bazaar (pt 1, Introduction)
Ok, Echo Bazaar. It’s the hot new game which everyone is talking about, but I see surprisingly little discussion of the actual game design. Since I am interested in game design, it seems like I should post about it. So I will!
I’m going to probably post this in a couple sections. This first one is just an introduction to the game for people not familiar with it; you can probably skim if you’ve played already.
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