In writing, we know that audiences prefer proactive characters to reactive ones. Likewise, in game design, we want to frame players in a proactive rather than a reactive role. Practically, this means they
Every game is composed of multiple smaller subgames. The quality of their connections determines how unified the game feels. When connections are loose, as in "chessboxing", players easily perceive the individual
Auction mechanics risk degenerate gameplay when the item bid on is so valuable that players are forced to bid it up. Generally, you want situations where players are comfortable losing an auction. One
Players expect games to move forward. This creates a problem for conflict-heavy gameplay: if an attacker's goal is sabotage, their progress erases the defender's progress. But then, how can
In Heat: Pedal to the Metal, players race their cards around a racetrack by playing cards and shifting gears. Throughout the race, they have opportunities to add heat cards from their engine to