After nearly a hundred posts, I feel compelled to offer a reading list of some of the highlights of this blog. I've divided the posts into categories of interest and ordered them by how I think they will flow best conceptually. I'm aware my blog is not the easiest to navigate, but I simply can't be bothered to learn better web design. I won't do another one of these types of posts until after another hundred or so posts.
If you are interested in theme, start here:
So You Need a Theme: Answering the most asked question regarding theme, "How can I retheme my game?"
The Anatomy of a Theme: My first attempt at defining parts of a theme.
Defining Theme: A more detailed attempt to define theme that builds on much of my writing.
The Three Levels of Theme: Ways theme can be expressed in a game.
Thematic Transportation: One way to think about immersion.
How to Tell When a Thematic Element is a Gimmick
Creating Resonance: A series based on my GDC talk.
Abstraction, Representationalism, & Choice: Why specificity is better than abstraction.
If you are interested in designing for emotions, start here:
Creating Emotions in Players: A look at two emotional arcs used in games.
Tools to Create Emotions: My most popular post.
A Close Look at Endowment Effect: How one of my designs used loss aversion for emotional effect.
If you want to learn about how game design intersects with art, start here:
Are Designers Artists?: YES.
Art Versus Craft: Are craftspeople artists? ALSO YES.
Collaboration in the Arts: All art is collaborative. Just like in making board games.
Limitations in Art: All art has limitations.
Art, Pandering, & Propaganda: Defining some terms.
If you want to read what little I've written about mechanics and adjacent topics, start here:
The Seven Action Categories of Board Games: A method of thinking about mechanical elements.
Mechanics Roundup: Acquisition (Cards): Every way to get a card during gameplay.
The Heaviest Mechanism: What makes a mechanism heavy?
Types of Information: How information is presented via different components and mechanics.
Everything a Game Does: A short list of game elements that tend to get relegated to apps.
Design for Learning: Player aids, glossaries, and more.
Board Game Titles: Just a bit of fun.
If you are looking for general design discussion, start here:
Breaking the Rules: An outline of the design process that addresses the why of the process.
Tough Love: Questions to ask of your design.
Innovation vs. Refinement: Relative merits of each.
Sources of Inspiration: Where can inspiration come from?
Development Directions and Ways to Stand Out in a Crowded Market: How can my game get noticed?
Elevator Pitches: One way to get your game noticed.
ShippBoard Games is a board game design blog that updates most Mondays.