Jeremy Commandeur, a Bay Area game designer to whom I owe a great deal, once theorized that tabletop games would eventually split into two paths: Extremely simple and fast “casual games” and massive, big-box games that cost hundreds of dollars and are filled with miniatures for consumers to paint. (I…
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While it’s entirely possible that what makes a game fun is 100% subjective, I’ve noticed that some things are almost universally regarded as “fun” or “good design”, and some are almost always considered “bad” or “unfun”. Having to do math beyond simple arithmetic is in the latter category, for instance;…