Hello. Gaspar here.
This is the last article of this series, and it’s about my issues with the card game itself.
Let’s make this clear right now: this article is quite a bit more opinionated than my previous ones. Do not read any further from this point if anything anyone says is an affront to your beliefs.
Ladies, gentlemen, non-binaries, and whatever other thing you designate yourself as, welcome to another Acts of Terrorism. Don’t worry, this one isn’t Star Wars-related; I think I finally got all of that out of my brain space. No, dear reader, today I return you to your regularly-scheduled programming of my insight massaging your grey matter as it relates to design and the theory behind it. Today’s topic is familiarity and how important a tool it is when you set out to actually create something. Shall we begin? No? Well this is my show, and I say yes.
Hello, fellow random bystander who somehow barged into this blog. Here’s Die Frauen (you may also call me Michelle if it pleases you), yours truly, introducing its first article. No further introductions needed since my introduction is this post itself.
Hello, Gaspar here again.
This article deals with one of the biggest issues I have with the game: its inner workings, and how they work. This one was not originally meant to be a stand-alone subject, but I wanted to expand on it while not making an incoming article too long… so, here it is.
Gentlemen, dudes, dudebros and ladies, welcome to another week where I, your Terrorking, talk about design. What’s it this week? Well look at the title, ya bloody word! Yes, this week I shall be talking about superfluous game mechanics and why we don’t like them. I know, it seems a strange topic for reasons you probably haven’t figured out yourself, but hopefully as you read you’ll be able to figure out why, and then why it’s not strange and why I’m right. Or I’m full of bollocks. Up to you to decide, young ones. Now, let us begin.
Ladies, gentlemen, all those who identify in between those, welcome to another Acts of Terrorism. This week, I, me, the person who is typing this up, the great one and accolades that come with it—I shall be taking a break from watching the new (as of the writing of this article) Batman v Superman trailer and talk about intuitive design. What that entails and how it makes play experiences better shall be described, obviously. This is merely an introduction, you see. Well, this nonsense aside, let us plunge in. Continue reading