GarageGames has been around since 2000 making tools for professional developers. But starting today, it is taking its goal of democratizing game making a step further. It advances the do-it-yourself dream: if anyone can make movies or music, then why not games?
A group of classmates gathers for a game of Minesweeper. Revealing each tile, as always, is an exercise of mystery and danger. When a tile is revealed as empty, they sigh in relief. When it’s a bomb, they gasp and shake their heads in shame.
When you get down to it, designing a good card or board game is about maintaining a careful balance between luck and skill. Too much luck, and you end up with a children’s game like Candy Land or War, where there’s literally nothing a player can do to change the outcome once the cards are shuffled. Rely too much skill, and you end up with a game like Chess or Go that’s incredibly deep but also incredibly inaccessible to beginners. The most satisfying physical games, to me, are the ones that fall as close as possible to the middle of the continuum between the two extremes of complete luck and complete skill basis. Guts of Glory manages this balance almost perfectly.
PRACTICE is a unique conference designed for the high-level exchange of ideas among professional game designers. Game design is a specialized, complex discipline, and PRACTICE is the best opportunity to understand and refine what we do when we design games.
November 9-11th, 2012