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/
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.
This is primarily for beginners, not for experienced pros. There are many ways to start learning game design (which is different from game production). You can pursue more than one route simultaneously, even all seven at once.
Why should game designers go to Cons? I’m mixing video game (conferences) and tabletop game (conventions) in this discussion.
Meet publishers and and funders
Learn new techniques
[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 ...
[Blog - 11/10/2014 - 02:16]
Links to discussions of the ...
Links to discussions of the effects of advantage and disadvantage, which vary with the kind of number high or medium you 're trying to achieve. Certainly it isn 's 25 . r n r nIt 's a really clever mechanic, if you understand it correctly. r n r nhttp://tabletopterrors.com/2014/10/16/advantage-disadvantage-and-beyond-the-true-odds-of-extra-d20s-by-kerne-fahey/ r ...
[Blog - 10/15/2014 - 02:02]
If your game is a ...
If your game is a continuous series of events that lead causally from one to the other, then you are maximizing the amount of unique situations that can occur. I think this idea is counter-intuitive to many, who think that random events occurring somewhere in there must increase the amount ...
[Blog - 12/17/2013 - 05:18]
Much of the discussion of ...
Much of the discussion of game design theory hinges on semantics. Unfortunately, trying to define win and lose is hopeless simply because of differing perceptions of game players. r n r nFor example, let s take one of the most competitive games in existence, the boardgame Diplomacy. Draws are quite ...
[Blog - 08/22/2014 - 10:24]
Hell the reason so so ...
Hell the reason so so so many games that come out suck is many people in this industry arent that good, the last thing they need is for someone more knowledgeable, talented, and experienced pointing it out to upper management and the world. Exactly. r n r nThe prevalence of ...