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Скачать с ютуб How NOT to design a MODERN board game в хорошем качестве

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How NOT to design a MODERN board game

In this video I list ten untouchable mechanisms and features. Designers - do not put this outdated stuff in your games. You do want your players to have a GOOD time, right? I’m not here to criticise and condemn older games. These were the building blocks from which our wonderful, extraordinary, rich ecosystem of games evolved. Designers of the past deserve our respect. But that’s not to say they didn’t make mistakes. --------------- The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service. You can also purchase a downloadable PDF of the journal from Drive Thru RPG a the following link: https://www.drivethrurpg.com/product/... To purchase on Amazon, use the links below. IF NOT LISTED BELOW, search on your local Amazon for Adam in Wales: Board Game Designer Journal. UK: https://amzn.eu/d/6HWPjVN USA: https://a.co/d/63DoQmZ France: https://amzn.eu/d/cSt7sS5 Germany: https://amzn.eu/d/bcaR6Nw Italy: https://amzn.eu/d/cYAThwU Spain: https://amzn.eu/d/4mDzsR5 Australia: https://amzn.asia/d/4lh9Ihu Netherlands: https://amzn.eu/d/bvH9JlK Poland: https://amzn.eu/d/aSdig1u Sweden: https://amzn.eu/d/1fimV2V Japan: https://amzn.asia/d/0HgWhr8 Canada: https://a.co/d/15F7NKO The journal provides a multitude of reflective tools to help you develop as a tabletop game designer. This is not a playtesting journal. That is to say, the journal is not focused on one specific game or project. It is focused on you. You are the project. The journal is broken down into logs, with prompts to guide your reflections. You will be guided to reflect on: - Your own definition of success - Your gaming preferences and those of the market - Games you have played and what you learned from them - The people who support you in game design - How you support other designers - Your design ethos - Your goals and ambitions The journal contains a selection of tools to help you analyse your prototypes in development. - The Hook Generator - to help you create concepts which will catch attention - The DARE Model - to help you prioritise your ideas - The Ladder Model - to help you determine how engaging your game is - The Idea : Execution Matrix - to help you determine how likely your game is to achieve commercial success - Player Journey Maps - to help you identify the pain points in your games These tools are all based off of models and matrices developed and discussed on the Adam in Wales Youtube Channel. If you would like more information about any of these topics, there is a huge amount of information within that channel. ------------ 0:00 Introduction 2:48 Game Designer Journal 4:49 Player Agency 13:02 Event Decks 16:45 Exact Rolls 18:12 Move Backwards 19:41 Swap Places 21:09 Miss a Turn 23:07 Runaway Leaders 25:56 Reference Tables 28:25 Limited Player Count 29:38 Component Quality 31:28 Roll and Move 32:49 Take That 33:50 Memory 34:52 Player Elimination

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