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.
I am also available for consulting work on projects, and am happy to chat about design in general.
Podcast: Remaking Magic
Weekly podcast examining game design through the lens of Magic: the Gathering
Podcast: The Dungeon Master's Guide
Weekly podcast applying game design principles to pen and paper RPGs. Basically Design: 101 for dungeon masters.
Video Series: Intelligent Design
Weekly video series, where I play incredible games and talk about what makes them so intelligently designed. Step by step analysis of how the games create their experiences, what works and why.
You can contact me at email@example.com, or track all my activity at danfelder.net.
Playtesting seems simple. Don't you just play the game and see what happens?
What makes a broken game? How do you make a balanced one quickly and efficiently?
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.
[Blog - 11/06/2015 - 01:14]
It 's not even that ...
It 's not even that complicated. This card made other cards better. When this card got weaker, it affected ALL those other cards too. It 's like poisoning a resevoir. It 's going to affect the whole town. r n r nAlso, the relevant cardpool for competitive players isn 't ...
[Blog - 11/04/2015 - 08:58]
I agree that all forms ...
I agree that all forms of difficulty aren 't necessarily beneficial. I hope everyone would. But you 're slightly missing the point with the Dark Souls analogy. The game 's difficulty is the reason why the games require skill. If you don 't have to use your skill to overcome ...
[News - 11/02/2015 - 11:38]
[News - 10/23/2015 - 02:13]
To paraphrase Carl Sagan... r ...
To paraphrase Carl Sagan... r n r n The fact that some geniuses faced an angry majority does not imply that all that people are angry at are geniuses. They were angry at Galileo, they were angry at at Socrates, but they were also angry at the-stuck-up-intern-that-keeps-saying-he-knows-better-than-the-lead-designer-what-to do. r n ...
[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.