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<title>Larienna's Library: Board Game Design | Main / RSS Feeds</title>
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<description>Main.RSS Feeds</description>
<lastBuildDate>Mon, 20 Mar 2017 04:07:52 GMT</lastBuildDate>
<item>
<title>DesignArticle / How to make video strategy games feel like board games</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-MakeVideoGameLikeBoardGames</link>
<description>A series of restrictions to apply to strategy video games to make them feel more like board games and avoid the many pitfalls of strategy video games.</description>
<dc:date>2017-03-20T04:07:52Z</dc:date>
<pubDate>Mon, 20 Mar 2017 04:07:52 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Differences between Board Game and Video Game design</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-BoardGameVSVideoGameDesign</link>
<description>Briefly explain the main differences between desiging board games versus turn based strategy video games</description>
<dc:date>2017-03-20T04:07:42Z</dc:date>
<pubDate>Mon, 20 Mar 2017 04:07:42 GMT</pubDate>
</item>
<item>
<title>DesignArticle / The four 'S': Small, Simple, Short, Social</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-ruleOf4s</link>
<description>This are article explain 4 important aspect that should be considered when making a board game. Else it would be more appropriate to use another medium than board games.</description>
<dc:date>2016-12-22T04:06:14Z</dc:date>
<pubDate>Thu, 22 Dec 2016 04:06:14 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Most published games are 80% complete</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-IncompleteGames</link>
<description>Most games are incomplete because they have not pushed the development process to the end which explains why people create variants. The article also talks about the law of diminishing marginal return and outilers.</description>
<dc:date>2016-12-01T17:23:35Z</dc:date>
<pubDate>Thu, 01 Dec 2016 17:23:35 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Read me first: How to get a gaming culture</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-GamingCulture</link>
<description>This article explains the prerequisite to become a game designer and the many pitfalls or delusion people could have regarding games.</description>
<dc:date>2014-03-26T21:51:10Z</dc:date>
<pubDate>Wed, 26 Mar 2014 21:51:10 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Action system and empire size</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-ActionSystemEmpireSize</link>
<description>This article explains a common problem where the actions are not proportional with the player's empire size which creates many complications.</description>
<dc:date>2014-03-25T14:17:56Z</dc:date>
<pubDate>Tue, 25 Mar 2014 14:17:56 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Numeric Clairvoyance and Structural Numbers</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-StucturalNumbers</link>
<description>Another article that explains how to use math in game.</description>
<dc:date>2014-03-23T13:35:40Z</dc:date>
<pubDate>Sun, 23 Mar 2014 13:35:40 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Playing with numbers</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-PlayingNumbers</link>
<description>This article talks about number sequences and various other ways mathematics can used in a board game.</description>
<dc:date>2014-03-23T13:04:08Z</dc:date>
<pubDate>Sun, 23 Mar 2014 13:04:08 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Board game design Articles</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.DesignArticle</link>
<dc:date>2013-12-15T16:53:53Z</dc:date>
<pubDate>Sun, 15 Dec 2013 16:53:53 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Print and Play publishing: Stats and advices</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-PnPStatAdvice</link>
<description>This article gives the sale stats I have for the PnP games I have published and list various problems to avoid.</description>
<dc:date>2013-10-20T18:47:11Z</dc:date>
<pubDate>Sun, 20 Oct 2013 18:47:11 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Stock Ticker Mathemathology OR Mental arithmetic training</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-StockTickerMathemathology</link>
<description>This is some sort of training article that explain the mathematology of stock ticker in hope that players will play the gain to train them self for doing mental calculation.</description>
<dc:date>2013-10-12T15:07:16Z</dc:date>
<pubDate>Sat, 12 Oct 2013 15:07:16 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Beware of the artist syndrome</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-ArtistSyndrome</link>
<description>A syndrome that most artist that design games seems to have which is rushing their game to the end too fast.</description>
<dc:date>2013-06-01T13:33:13Z</dc:date>
<pubDate>Sat, 01 Jun 2013 13:33:13 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Defining Rule Space</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-DefiningRuleSpace</link>
<description>A new concept that represent what a group of abilities it allowed to modify</description>
<dc:date>2013-05-04T14:33:51Z</dc:date>
<pubDate>Sat, 04 May 2013 14:33:51 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Resource Flow</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-ResourceFlow</link>
<description>How to dress up or analyze the resource flow of a game.</description>
<dc:date>2013-02-10T02:05:01Z</dc:date>
<pubDate>Sun, 10 Feb 2013 02:05:01 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Loose strategy games, or Player's impact level on the game</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article200905120244PM</link>
<description>Explains the difference between games where the players have a strong or weak impact over the game. Introduce the concept of loose strategy games</description>
<dc:date>2012-12-18T02:47:11Z</dc:date>
<pubDate>Tue, 18 Dec 2012 02:47:11 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Rules are player restrictions</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-RulesPlayerRestrictions</link>
<description>Explains what are the various ways to restrict a player using rules.</description>
<dc:date>2012-09-17T14:24:05Z</dc:date>
<pubDate>Mon, 17 Sep 2012 14:24:05 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Getting out of the initial design loophole</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article201007110816AM</link>
<description>When designing a new game, you get stuck with the problem that you need information to play test the game but you can't create that information because you are not exactly sure how the game will work.</description>
<dc:date>2012-08-16T02:17:57Z</dc:date>
<pubDate>Thu, 16 Aug 2012 02:17:57 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Common Syndromes found in Board Games</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-CommonSyndromes</link>
<description>This article list and explain the most popular board game syndrome that every designer should know.</description>
<dc:date>2012-08-13T21:14:00Z</dc:date>
<pubDate>Mon, 13 Aug 2012 21:14:00 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Game Design by Restrictions</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-DesignByRestriction</link>
<description>Describe an interesting discovery that I have made: if you impose your self restrictions in your game design, it will be easier to come up with new ideas.</description>
<dc:date>2012-08-13T14:21:07Z</dc:date>
<pubDate>Mon, 13 Aug 2012 14:21:07 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Christopher Alexander and Board Game Design</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-ChristopherAlexander</link>
<description>Explores the possibility to apply Christopher Alexander's 15 properties theory to Board Game Design.</description>
<dc:date>2012-07-16T02:33:25Z</dc:date>
<pubDate>Mon, 16 Jul 2012 02:33:25 GMT</pubDate>
</item>
<item>
<title>DesignArticle / How to write rules</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-WritingRules</link>
<description>This is a guide for new designers that list basic guide lines on how to write rules for their game</description>
<dc:date>2012-04-02T02:53:05Z</dc:date>
<pubDate>Mon, 02 Apr 2012 02:53:05 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Imagination, the psychology behind Board Games</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-ImaginationPsychology</link>
<description>Imagination gives the ability to the player to enhance and feel the game as a real life experience. Euro games failed to achieve this because they are designed for adults with less imagination.</description>
<dc:date>2012-02-26T22:54:21Z</dc:date>
<pubDate>Sun, 26 Feb 2012 22:54:21 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Are auctions evil?</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-AuctionEvil</link>
<description>Explains why auctions are mostly wrongly used in board games.</description>
<dc:date>2012-02-11T18:11:25Z</dc:date>
<pubDate>Sat, 11 Feb 2012 18:11:25 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Time ratio investment</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-TimeRatio</link>
<description>Explains the amount of time that must be invested by comparing the design of a simple variant with the design of a new game.</description>
<dc:date>2011-03-01T18:16:04Z</dc:date>
<pubDate>Tue, 01 Mar 2011 18:16:04 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Special abilities, common abilities and values</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-SpecialAbilityRatio</link>
<description>Explains that special abilities and other rewards should be placed in a certain ratio to make the game convenient to play.</description>
<dc:date>2011-01-20T19:45:06Z</dc:date>
<pubDate>Thu, 20 Jan 2011 19:45:06 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Each game elements should have at least 2 functions</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-MultipleFunctions</link>
<description>This article explains the idea that each game elements should have at least 2 purpose to create a better dynamic.</description>
<dc:date>2011-01-11T16:00:32Z</dc:date>
<pubDate>Tue, 11 Jan 2011 16:00:32 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Combining game mechanics, the side dish theory</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-SideDishTheory</link>
<description>This article try to explain that to make the most out of a mechanic, it should be combined with other mechanics.</description>
<dc:date>2011-01-11T15:03:37Z</dc:date>
<pubDate>Tue, 11 Jan 2011 15:03:37 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Command Window and Chain of Command</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article-CommandWindow</link>
<description>This article explains the level of information the player needs to manage according to it's command window.</description>
<dc:date>2010-12-23T14:10:33Z</dc:date>
<pubDate>Thu, 23 Dec 2010 14:10:33 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Game design compared to a dream</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article201008130914PM</link>
<description>This article explains a new theory I have discovered after seeing the movie "Inception".</description>
<dc:date>2010-08-14T01:30:13Z</dc:date>
<pubDate>Sat, 14 Aug 2010 01:30:13 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Using mechanics that reflects reality, the problem with auctions</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article201001120516AM</link>
<description>The mechanics of a game must match those in real life in order to recreate the experience. A large section talks about the inappropriate use of auctions</description>
<dc:date>2010-07-13T15:24:18Z</dc:date>
<pubDate>Tue, 13 Jul 2010 15:24:18 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Triangular theory of board game design</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article200904210253PM</link>
<description>This is my theory where I explains that board games are not only composed of themes and mechanics. There is a third element I call the feeling that should also be part of it.</description>
<dc:date>2010-07-13T15:23:02Z</dc:date>
<pubDate>Tue, 13 Jul 2010 15:23:02 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Hourglass Design vs. Abstraction design</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article201007111148AM</link>
<description>A kind of mechanic that consist in massively simplifying a concept to complexify it later in a specific situation.</description>
<dc:date>2010-07-13T15:21:52Z</dc:date>
<pubDate>Tue, 13 Jul 2010 15:21:52 GMT</pubDate>
</item>
<item>
<title>DesignArticle / Card Game special abilities</title>
<link>http://bgd.lariennalibrary.com/index.php?n=DesignArticle.Article200906100327PM</link>
<description>Various concepts behind the design of special abilities especially in collectible card games</description>
<dc:date>2010-07-13T15:20:40Z</dc:date>
<pubDate>Tue, 13 Jul 2010 15:20:40 GMT</pubDate>
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