Dan Felder's Blog
Dan Felder here. I specialize in both narative design and turn-based strategy titles. I'm currently working as a designer and balance specialist on Faeria, a digital board and cardgame. I am also available for consulting work on projects, and am happy to chat about design in general. In addition to my articles below, you can find more of my thoughts in my weekly Remaking Magic podcast.
I am also available for consulting work on projects, and am happy to chat about design in general.
You can contact me at email@example.com
It's the dynamite of game design. A powerful tool, but if you're not careful it can blow up in your face.
Design 101 is back! Today we talk about the core concept behind keeping players engaged.
How one simple structure supports thousands of excellent games.
It's one of the most controversial topics in game design, and it's all a big misunderstanding.
The words "post-mortem" have never been so appropriate.
“When a man does not know what harbor he is making for, no wind is the right wind.”
Dan Felder's Comments
[Blog - 10/01/2015 - 01:22]
This perspective is intuitive, but ...
This perspective is intuitive, but it doesn 't hold up. Our goal is to create experiences people enjoy and/or value. There is a great deal of research that supports the conclusion that players enjoy pursuing goals and overcoming defined obstacles through mastery loops. If it produces a positive experience, that ...
[Blog - 09/18/2015 - 01:30]
Lesser movement speeds, but enabling ...
Lesser movement speeds, but enabling diagonal movement, can allow you to move around single objects while making lines of defense still effective. Not saying you should do that necessarily, but it 's worth noting as an option.
[Blog - 09/16/2015 - 04:54]
Regarding Bold Bargainer, we 've ...
Regarding Bold Bargainer, we 've considered adding such triggers in. There are several reasons why we haven 't put those designs here though. One of the major ones is that we want to create a sense of wildness with the Ogres which Bold Bargainer is . They 're big, lumbering, ...
[Blog - 09/15/2015 - 02:51]
[Blog - 09/16/2015 - 11:12]
Why does it matter if ...
Why does it matter if the developer originally planned the new options or not This seems a strange part of your definition. And if a developer intends to create emergent gameplay, is it no longer emergent in this case r n r nIn Towerfall, the dash maneuver seems simple at ...
[Blog - 09/10/2015 - 02:08]
It 's also worth noting ...
It 's also worth noting that a major reason a lot of board games try to keep the scores secret is because it allows players to hope they have a chance to win all the way till the last turn... Even if the game actually became hopeless for them halfway ...