Dr. Lew Pulsipher started playing boardgames more than 50 years ago. He designed his own games, then discovered strategic "realistic" gaming with early Avalon Hill wargames, and ultimately earned a Ph.D. in military and diplomatic history. His book "Game Design: How to Create Video and Tabletop Games, Start to Finish” was published in July 2012 by McFarland. http://bit.ly/MSRs8e He contributed to ETC Press' Analog: Tabltop Game Design. Formerly contributing editor to several role-playing game magazines and author of over a hundred game magazine articles, he is designer of Britannia (UK, US, and Germany in separate editions), Dragon Rage, Valley of the Four Winds, Swords and Wizardry, and Diplomacy Games & Variants. Britannia (2nd edition) appeared in 2006, with foreign editions (German, French, Spanish, Hungarian) in 2008. It was described in an Armchair General review of a 2006 edition as "ready to continue on as one of the great titles in the world of games".
Latest published game, Dragon Rage, 2011. Forthcoming very soon, Sea Kings, after successful Kickstarter.
Latest published book, Game Design: How to Create Video and Tabletop Games, Start to Finish, 2012.
Online audiovisual courses at https://courses.pulsiphergames.com:
- Learning Game Design
- Brief Introduction to Game Design
- How to Design Levels/Adventures for Video and Tabletop Games
- Get a Job in the Video Game Industry
- How to Write Clear Rules (and game design documents)
- The Joys of Game Design (hobbiest game design)
Current projects are at PulsipherGames.Com.
YouTube "Game Design" channel: http://www.youtube.com/user/LewGameDesign
Game design blog: http://pulsiphergamedesign.blogspot.com/
I don’t use the word “theme” any more, because there are so many different meanings. These meanings are not even close to the same things. If you cannot know how your reader/listener understands a word, you can’t use it (if you want to be clear).
Look at the history of games (both video and tabletop) and you'll realize that "great innovations" games are very rare. Moreover, it's unlikely that the designers were deliberately looking for "great innovation," it just happened. Just make good games.
The big difference in game design is between games with human opposition, and games without – two or more players versus one player. I briefly discuss the difference between games, puzzles, and "contests".
Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games).
What makes for a good game? In this two-part screencast I discuss elements that help make any game for hobbiests ( as opposed to a party or family game) a good game. It's a summary, not grondbreaking, of course.
While we usually think of boards in conjunction with boardgames, many video games also use the equivalent of boards, "fields of maneuver". This is a discussion of options.
[Blog - 07/20/2015 - 02:30]
If the game design strongly ...
If the game design strongly encourages turtling, good players will turtle, whether they 're naturally aggressive or defensive. r n r nTurtling is usually undesirable in games for more than two sides, but there 's nothing inherently bad about it. I always laugh when someone is called a camper as ...
[Blog - 06/19/2015 - 06:01]
Fundamentally, supply and demand dictate ...
Fundamentally, supply and demand dictate that game prices will fall, because more and more games are published each year. If a game costs more than someone wants to pay, it 's pretty easy to find cheaper alternatives simply because there are so many games trying to get your attention. r ...
[News - 05/18/2015 - 04:07]
1. The word educational has ...
1. The word educational has bad connotations in the USA though not in Germany . Educational equals work, dull work at that. Educational game is an oxymoron, to most people. r n r n2. Perhaps this is generational. Hard to know. r n r n3. Serious game academics are convinced ...
[Blog - 04/20/2015 - 01:22]
Ultimately, the programmed opponent at ...
Ultimately, the programmed opponent at least, as programmed nowadays is predictable. Behavior of a programmed opponent with randomization can be predicted in ways that one cannot for a good human opponent. Weaker human opponents may be predictable in the same way that programmed opponents are usually predictable. A computer opponent ...
[Blog - 03/30/2015 - 01:30]
Stratego, let 's say, is ...
Stratego, let 's say, is very much a hidden information game. But it 's not a particularly deep game, and is quite transparent. The strategy and tactics are fairly obvious. r n r nNo no, it 's not a matter of not learning the rules in Britannia. Britannia rules are ...
[Blog - 12/01/2014 - 01:17]
I suspect our differences come ...
I suspect our differences come partly from what games we make. I strongly prefer games with human opposition, and more than two players but at least two . There 's more variability in these games than in single-player. and the interaction between humans is less predictable than interaction between human ...