

As my language grew, I found my ability to think creatively about design grew in turn. Answering basic questions like “Is this game achieving its design goals?” is hard to answer precisely, but fundamental to making games. I found that having a handle on the language of game design and being able to articulate how a certain set of mechanics translates into a certain intended experience, is invaluable for being able to talk with fellow designers or even to independently critique my own designs. I’ve also been a game designer for nearly as long as I’ve played games, constantly tinkering and houseruling games or designing up new games from scratch.

#CROWNTAKERS REVIEW IOS HOW TO#
What did we mean by depth? Or by interesting decisions? What was an engine building game compared to an Ameritrash game? Were these terms even speaking to the same level of classification or to something different? I wanted to understand the language and its taxonomies, as both a player and a consumer, so I could find out what I liked and how to refer to it and talk about it with others competently.

While I’ve been a game player all my life (and I just turned 40 for the curious), the deluge of new games I would discover through BGG and the exploding hobby market bombarded me with a slew of terminology and ways of talking about games. The blog has been, were I to summarize its overall conceit, an endeavor to advance the language of games as it relates to both playing, critiquing, and designing games. I joined BGG in 2010 and started this blog in late 2011.
