In a tabletop game, each action and component should feel valuable, useful, and sufficiently interacted-with.
Reasons:
1. unused possibilities and components can frustrate players.
2. creating a use for something not normally used can create delight.
Examples of each:
🎲✂️🧵(1/5)
Reasons:
1. unused possibilities and components can frustrate players.
2. creating a use for something not normally used can create delight.
Examples of each:
🎲✂️🧵(1/5)
Comments
A card which never seems quite valuable enough to draft in a drafting game.
This can be frustrating even when there are plenty of other interesting cards to choose from.
It feels like a missed opportunity.
🎲✂️🧵(2/5)
There's a mass-market game called Mantis where the card backs provide partial information about what's on the fronts.
Card backs are often unused in card games and it feels fresh to play a game built around this novel use.
🎲✂️🧵(3/5)
Example: games sometimes include "totemic" pieces that don't have much to do with gameplay but feel like an extra bonus, like a deluxe or oversized first-player marker.
🎲✂️🧵(4/5)
So I think it's worth always considering whether something can be more deeply integrated.
🎲✂️🧵(5/5)