Last week I introduced the topic of asymmetry, and wondered out loud about all the different ways we use the term. Is there any hope of putting some order to all the chaos we uncovered? Probably not. But we’ll try anyway! It might help to identify different categories of asymmetry. I’m going to try out »more
Tag Archives: 1960 Making of the President
-
Design Patterns: What ELSE Do You Know?
Every game should tests players’ skills in one way or another, or else it doesn’t have meaningful decisions baked into it. Skills that are common to many games include being able to gauge probabilities and calculate expected values, to be able to convert in-game currencies like money, goods and victory points, and to be able »more