Ananda Guneratne

Making Non-Combat Builds Viable

What do you do when you want to add a non-combat character to a game with heavy combat? We often design combat systems assuming everyone can deal damage. Otherwise, how can they

Creating Positional Heuristics Through Limits

Players develop two types of heuristics: positional and directional heuristics. Positional heuristics tell them how well they are doing, and directional heuristics tell them what to do next. You need to give players

The Intentionality Problem

Back in 2011, I became obsessed with the video game Achron, which was then unreleased. It billed itself as the "World's First Meta-Time Strategy Game." What made Achron

Expansions Dilute Base Game Content

One of Carcassonne's greatest strengths is its rich array of expansions. Expansions range from the push-your-luck shepherd to the dragon's take-that antics. It is tempting to

How To Prevent Trade Goods Laundering

Some players refuse to trade because they fear giving their opponent an advantage. If your game revolves around trade, this is a problem. One of the simplest solutions is to give them resources