January 2015

  • John Parker

    Categories and Classifications

    A very common and expected next step in a market analysis is to classify and categorize the data to make comparisons.

    At a Glance

    Breaking down the release data by game category seems like a relatively simple process, but it gets sticky quickly.

  • John Parker

    Introduction

    For the record, my complete title for this game mechanic to makeover is “Dice in a Cup,” but for brevity sake, I will often just call it “n Dice” where n is the number of dice rolled. The working title of the game that tests the mechanics in this makeover is called “Challenge Dice.”

  • John Parker

    Dice in a Cup
    5 Dice in a cup.

    This is the first in the Mechanics Makeover series.

    From this page you can learn about the original mechanic, read about the background to some of my decisions and methods, or jump right into the makeover.

    There will be images displayed throughout the series. You can see the all of the images used in the makeover in the Challenge Dice Gallery.

  • Jamey Stegmaier

    Jamey Stegmaier

    John Parker Jan 18, 2015
  • John Parker

    Of the game design and development resources I have highlighted so far, this is the first that is a person rather than a brand. This is done with no intended slight to those highlighted previously; there are real people behind each one of them and in all cases a very small number of people (usually 2-4) behind each. What makes this case special is when I set out to write up this mention, I was at a loss to describe it in any way other than as Jamey himself.

  • John Parker

    As stated in my other articles looking forward through 2015, I am not so interested in making New Years’ resolutions as setting some loose goals for the year. Keeping in step with 2014 here are a few:

  • John Parker

    The New Year is an obvious time for reflection, so please excuse the navel-gazing.

    This was the first year that I had any specific goals related to game design that I set out to achieve. Sure, there were several times in my life that I tinkered with game design and even constructed substantial prototypes, but I built those to play with friends or to train my mind. In December 2013 I decided that I was going to make an honest attempt at completing some of my game designs. By “completing” I meant making multiple thorough ideation-design-build-test iterations with the intent of developing a quality, marketable game. Having been supportive of several games on Kickstarter by that time, the power of possibility had grown enough that I was going to make the investment. By that time I had a couple new game ideas and one that I had iterated through 3 or 4 prototypes.

  • John Parker

    I love a game with theme, but a theme without a mechanic is a story, not a game. I also love logic problems, but a logic problem without a mechanic is a puzzle. A game is many things, but ultimately what makes it a game is its mechanic(s) and what makes a good game is good mechanics. (OK. Maybe overstated, but this is the Mechanics section, right!?)

    Similar to a Game Makeover, a Mechanics Makeover takes an existing mechanic and explores variations to the mechanic that may provide insight into a new or modified use of it. Instead of dissecting a game to find out how it works and improving on it, I will analyze a (likely) well-known mechanic and look for ways to modify and hopefully improve upon it then suggest some specific uses for it in its new form.

    Objective

    Redesign a traditional or well-known mechanic to provoke ideas for new variations and uses. In this process I expect to post: