Design Space: to boldly go where no one has gone before

Making a new game feels like exploring space, seeing what is out there, which direction is fruitful and which are not. And steering is done with hindsight bias: some initial direction might be clear from the start, but often only after trying out different versions of the game it becomes clear what works and what did not. … Continue reading Design Space: to boldly go where no one has gone before

About testing games

A few months ago Aerjen Tamminga (link to info on his game Pleasant Dreams) and I wrote this article on testing your game concepts. It was published in the magazine 'Spel!', which is the magazine of the national game association Ducosim: A pdf of the article: spel-magazine-over-speltesten