Just give it to your friends, and see if they ask to play it again. The biggest judge of whether your game is good' or not is this: At the end of your game, do you want to play again? That's a really easy question to ask and answer. Here's the thing: Game-making is not necessarily difficult. Media Platforms Design Team How'd you know your first game would be, well, good? It really does feel like you're trying to hoard a post-apocalyptic stockpile. And you have to make difficult decisions based on what you can carry. Our key game mechanic is something called deck building, which is where everybody starts with a deck of cards, and on every turn you buy more cards from a central play area to add to your deck. Tell us a little about your game.įor Collapse, we had a couple of different ideas, but in the end we decided on one that melds the theme of our game (preparing for the end of the world) with a game mechanic that really makes that theme come alive. So there was just not enough standing in our way to not pursue making this game. We learned that if we wanted to get a full-color 300-card set for our custom game sent from China, it would cost literally $7. You can grab free design software online, and where you used to have to pay somebody $10,000 to make a mold for a custom gamepiece, you can now get one printed for $5 online. We play a lot of games with our friends, and I'm really interested in art and mathematics, both of which are big components of game design.īut what convinced us we could do it ourselves was that not only is it tremendously easy to make games nowadays, but there's just not a high barrier to entry. It just seemed like something that would be a lot of fun. How did you and Mandy come up with Collapse, and what convinced you that you could design and build your own game?
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