I found it very difficult to design games around this concept. I have a bunch of cutting-room-floor designs that failed to do it well.
17.11.2025 15:03 β π 1 π 0 π¬ 0 π 0@nickbentley.bsky.social
Posts about game design. Director of Game Design at Dolphin Hat Games (Taco Cat Goat Cheese Pizza), former President of Underdog Games Studio (The Trekking Trilogy), former Director of Online Marketing at North Star Games, former Neuroscientist.
I found it very difficult to design games around this concept. I have a bunch of cutting-room-floor designs that failed to do it well.
17.11.2025 15:03 β π 1 π 0 π¬ 0 π 0The left die is indeed dangerous
16.11.2025 13:24 β π 1 π 0 π¬ 0 π 0can verify
16.11.2025 00:01 β π 2 π 0 π¬ 0 π 0Ha!
16.11.2025 00:00 β π 0 π 0 π¬ 0 π 0I cannot convey how much I prefer the 4-sided die on the right than on the left.
I've also yet to meet anyone who has tried the kind on the right and still prefers the pyramidal type.
(get 'em here: role4initiative.com/collections/...)
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definitely related
12.11.2025 15:02 β π 1 π 0 π¬ 0 π 0I enjoyed Children of Time enough that I'm reading another book by the same author, Alien Clay. I think I might like it even more.
12.11.2025 14:11 β π 0 π 0 π¬ 0 π 0Thanks. Trying to be useful.
11.11.2025 21:50 β π 1 π 0 π¬ 0 π 0I've gotten the sense many designers don't have a good bead on how ignorant we all truly are about our creations.
The illusions of our own expertise blind us.
(I found the above quote in the BGG designer diary below)
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Iβd also add:
One thing designers know least about what itβs like to play their game for the first time - the play that most shapes its commercial success - among other knowledge gaps.
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"On one hand, you are intimately familiar with every detail. You have opinions about how a single card on turn one will affect the rest of the game.
On the other, you are way too close to its creation to have any real idea how much fun it is or how much potential it has."
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I LOVE this:
"There exists a paradox in game design. You are simultaneously the most knowledgeable and least knowledgeable person about your game..."
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Great commercial art requires deep study of others' minds.
As a former neurobiologist, I find profound fascination and beauty in this.
A few designersβ tastes naturally match the zeitgeist, and for them thereβs no dichotomy between auteur and commercial art, but thatβs rare - and not me.
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Iβve worked professionally in tabletop game design for 11 years.
I doubt I could have if I hadnβt shifted from prioritizing my own opinions to prioritizing othersβ.
It's the difference between auteur and commercial art.
To me, commercial art is no less artful, just different.
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always cool to see your visuals
06.11.2025 15:21 β π 1 π 0 π¬ 0 π 0maybe even moreso for graphic design than rulebooks
06.11.2025 01:22 β π 1 π 0 π¬ 1 π 0Totally agree. The same designers who write the rulebooks as they design and let the handshake between the two guide decisions.
05.11.2025 15:55 β π 2 π 0 π¬ 0 π 0Yeah it's really hard.
05.11.2025 14:57 β π 0 π 0 π¬ 0 π 0A belief (which I can't prove):
In tabletop games, the best rulebooks are hard to recognize because they make complex games feel easier.
So we perceive them as average rulebooks for easier games rather than elite ones for harder games.
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This is a great answer. The market cap thing is important.
"Design where the money is" - this can be hard for designers, who usually get into it for the art of it.
I'd add: to make a hit, you have to design a great game AND a great product. They're different things. Get good at both.
I work for a publisher (director of design at Dolphin Hat Games).
03.11.2025 14:17 β π 1 π 0 π¬ 0 π 0cool I'll play with it thanks.
03.11.2025 14:06 β π 0 π 0 π¬ 0 π 0never heard of it. will check it out. thx.
03.11.2025 03:27 β π 1 π 0 π¬ 0 π 0true
03.11.2025 03:27 β π 0 π 0 π¬ 0 π 0let me know how it goes!
03.11.2025 03:26 β π 1 π 0 π¬ 0 π 0oh cool! is it public?
03.11.2025 03:26 β π 1 π 0 π¬ 1 π 0once you get your first taste of data merge, you'll never, ever go back
02.11.2025 15:45 β π 4 π 0 π¬ 0 π 0I'm constantly amazed how much more I like Figma than Illustrator for making prototypes.
Most things in Figma take me less than half the time they used to in Illustrator
(thanks to @marcelineleiman.bsky.social for showing me the light)
Youtube tutorial on Figma Data Merge below.
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Tech tip for tabletop game designers:
For me, Data Merge for Figma (which requires a plugin called "Google Sheets Sync") is less fiddly and more reliable than Data Merge for Adobe products. It's AWESOME.
Made this deck and populated directly into print-and-play template with a click.
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very cool!
28.10.2025 13:36 β π 0 π 0 π¬ 0 π 0