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  • Drowning in Gold: The Kickstarter Menace

    Welcome back! We’re going to cover the impacts of Kickstarter on the 3-tier system in this post. You can go back and read about the 3-tier system, and the impacts of online game stores and mass-market stores on the industry in our previous posts. Scaling Up When Kickstarter launched in 2009 nobody realized how much »more

    February 5, 2020 Isaac Shalev Posted in: Drowning in Gold 3 Comments
  • Drowning In Gold: The Mass Market Strikes Back

    In previous installments we covered the basics of the 3-tier system, and how online game stores (OLGS) began to disrupt the traditional model. This time we’ll take a look at Amazon, Barnes & Noble, Walmart and Target, and how they’ve changed the industry. Amazon: Mass Market, or The Largest OLGS? In the early 2000s, Amazon »more

    January 14, 2020 Isaac Shalev Posted in: Drowning in Gold, Industry 5 Comments
  • Drowning in Gold: The Rise of Online Game Stores

    Welcome back. In our last post we covered the basics landscape of the three-tier system of retail distribution. This time, we’ll turn our attention to some of the early disruptions to this system. Online Game Stores (OLGS) In the early 2000s, brick-and-mortar (B&M) board game retailers everywhere started facing increasing competition from online stores. Various »more

    January 6, 2020 Isaac Shalev Posted in: Drowning in Gold, Industry No Comments
  • Drowning in Gold: How Too Many Games Are Breaking The Three-Tier System

    As we turn over from one year to the next, and perhaps from one decade to the next, depending one who you ask, I wanted to share reflections on the tabletop industry itself, and how that will impact consumers, designers, publishers, and everyone involved in making and playing board games. This is the first in »more

    December 30, 2019 Isaac Shalev Posted in: Drowning in Gold, Industry 8 Comments
  • Roadblock

    Design Patterns: Perpendicular Constraints

    There’s a useful term in project management called the Critical Path, which is defined as the least amount of time needed to complete some multi-step operation. A project manager tries to figure out how to sequence tasks in a way that is most efficient and wastes the least amount of time. Eurogames offer a similar »more

    November 29, 2019 Isaac Shalev Posted in: Patterns in Game Design, Uncategorized 1 Comment
  • dice roll

    Design Patterns: Random Reactions

    The recent boom in Yahtzee-style games, known as roll-and-writes (or RnW for short) got me thinking about the genre and its underlying mechanisms. One major design innovation, that distinguishes many games from Yahtzee, is having more than one player make use of a common set of random results. Sometimes this happens in the form of »more

    November 18, 2019 Isaac Shalev Posted in: Patterns in Game Design 2 Comments
  • launching a top product

    Playful Thoughts: The Hit List

    Nick Bentley is one of the brightest minds in gaming, and I’ve often turned to his blog, or approached him personally, for his insights into game design, product marketing, and the tabletop games industry. From his perch at North Star Games, Nick sees a lot, and understands more, about how to be successful in gaming. »more

    August 6, 2019 Isaac Shalev Posted in: Thoughts 5 Comments
  • Playful Thoughts: Meaningful Decisions

    In brainstorming ideas for the Design Patterns series, I sometimes come up with topics that don’t really fit there. This new series, Playful Thoughts will be the home for design topics that aren’t examples of a pattern in game design, but also for posts about the tabletop industry as a business, and for thoughts about »more

    July 25, 2019 Isaac Shalev Posted in: Thoughts, Uncategorized 2 Comments
  • Meeples Together Cover

    Design Patterns: This Is Bigger Than All Of Us

    In their terrific new book, Meeples Together, Christopher Allen and Shannon Appelcline discuss”challenge systems” in cooperative games. Though they don’t explicitly offer a concise definition of a challenge system, we might distill one out of their extensive coverage of the topic and say that a Challenge System is a mechanism or set of mechanisms that »more

    July 15, 2019 Isaac Shalev Posted in: Patterns in Game Design 1 Comment
  • Design Pattern: Winning and Goals

    As the Women’s World Cup rolls forward, I though we’d talk a bit about goaaaaaaals! Or just goals, as English-speaking commentators call them. Reiner Knizia once said “When playing a game the goal is to win, but it is the goal that is important, not the winning.” At first impression, Knizia appears to be saying »more

    July 3, 2019 Isaac Shalev Posted in: Patterns in Game Design 2 Comments
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