feedbackloop.bsky.social
Sharing great writing about games.
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Wood feels like a better thematic fit, but I wonder if there are ways to test how the pieces will look (and whether they'll be legible) with lots of wear. (The wear might be beautiful!)
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I think many folks have moved to Discord servers for podcasts, publishers, and topic interests.
Maybe fleeing the stress of social media?
Bummer that many deep discussions are less accessible, but it’s hard to begrudge people building a niche for themselves.
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Oops, forgot the source and date. Published in the Washington Post, July 15 2001.
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Thanks so much for the kind words.
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Photo posted to BGG by Andrew Petrarca: boardgamegeek.com/image/107655...
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I like the bit about depth!
I think abstract strategy games (and all games, really) face the challenge of appearing to be one thing (e.g., clear) while actually being another thing (e.g., opaque), but that idea is hard to shoehorn into a tidy list.
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(I think there are some problems with this one! The features sometimes contradict one another and the argument doesn't quite hold up. But it's a classic piece of games writing that influenced yesterday's excellent link.)
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I'm all about those deep cuts
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Systems design madlibs? Like, pick materials (5 red cubes, 10 blue cubes, a d20) then pick a desired behavior (a player catches up from behind), and figure out a compact set of rules that produces the behavior
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And here's the paper with a detailed formalization: knivesandpaintbrushes.org/projects/why...