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You are here: Home / Archives for Newest Critical Hits / Columns / Critical Threats

Why Games Should Never End

December 22, 2006 by Dave

We’ve finally figured it out with years of study. The hardest part of designing a game is not coming up with the idea, or original mechanics, or balance, or any of that stuff. It’s figuring out how the darn game ends satisfactorily. This problem, by the way, is not left solely to boardgames. Movies, comics, […]

Filed Under: Board, Card, and Miniature Games, Critical Threats

Set Collection

December 8, 2006 by Dave

Sometimes… ok, most of the time… you won’t have a complete game. You’ll have a type of game, or a theme, or a mechanic. And sometimes with that mechanic, you’ll need some other mechanics to actually make a game. This happened to a game designer friend of mine recently who had a group of crazy-good […]

Filed Under: Board, Card, and Miniature Games, Critical Threats

Too Busy Photoshopping Boardgames (Poorly)

December 1, 2006 by Dave

Sorry, too busy to write a full column this week. But here’s one of the many projects I’ve been working on lately: (source) (source) (source) This all is for the Boardgamegeek/Mattel Photoshop Contest. If you have a BGG login you can check the other entries so far and whether you have a login or not […]

Filed Under: Board, Card, and Miniature Games, Critical Threats

Departures / Some Playtesting Principles

November 24, 2006 by Dave

I just got my Wii flown in, and boy are my arms tired! No seriously, I’m sore. It’s probably due to going a bit nuts with Wii Sports Baseball, and having done a lot of lifting yesterday, but my right arm really does hurt. Still, so far, a lot of fun with the games. Apparently […]

Filed Under: Board, Card, and Miniature Games, Critical Threats, Video Games

Finally, some IMPORTANT terminology!

November 17, 2006 by Dave

I’ve been reading and digging (as in enjoying, not the web-verb) Jonathan Degann’s Journal of Boardgame Design. It’s a while between articles, but I find them consistently thorough and enjoyable. For someone else looking at boardgames from an academic stance, it’s a place to go. This week, though, as a break from the design stuff […]

Filed Under: Critical Threats, Editorial

Geekery Collision / Brainstorming from constraints

November 10, 2006 by Dave

Not much of a column this week. Between a fast-approaching finals season and various events at home, I’ve been pretty busy. One piece of news: two of my favorite things are colliding. Alan Moore is going to appear on The Simpsons. The episode is going to feature competition between Android’s Dungeon and a new, “cool” […]

Filed Under: Board, Card, and Miniature Games, Comics, Critical Threats

Dripping with Theme or Drowning in Theme?

November 3, 2006 by Dave

Last week I talked about The Triangle of how to approach a game design. One of those points of the Triangle is “Theme.” But there are different ways of looking at what theme is, and if a game is well-themed or not. When people talk about theme, they’re generally talking about what is otherwise called […]

Filed Under: Board, Card, and Miniature Games, Critical Threats

Halloween Boardgames / The Triangle

October 27, 2006 by Dave

First, a shout out to Halloween games. If you’re in the Halloween gaming mood, here’s some tabletop games to check out: Mall of Horror Arkham Horror Betrayal at House on the Hill (and if you see it around, it’ll probably be out of print soon, so might not be a bad idea to snap it […]

Filed Under: Board, Card, and Miniature Games, Critical Threats, Roleplaying Games

Garbage In, Garbage Out

October 21, 2006 by Dave

Game design is like many other creative fields in that there are many ways to approach the creative process that will eventually lead to a game. If it were a science, we’d have programmed a computer to do it, and it would be making all of our games for us. (Though some have theorized that […]

Filed Under: Board, Card, and Miniature Games, Critical Threats

Let's talk about Elegance, baby (Part 1)

October 13, 2006 by Dave

All games should strive to be elegant. All games should strive to be elegant. ALL GAMES SHOULD STRIVE TO BE ELEGANT. OK, so then what’s elegant, and why should games strive to be it? It’s a little complicated…

Filed Under: Board, Card, and Miniature Games, Critical Threats

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About the Author

  • Dave

    Dave "The Game" Chalker is the Editor-in-Chief and Co-Founder of Critical Hits. Since 2005, he has been bringing readers game news and advice, as well as editing nearly everything published here. He is the designer of the Origins Award-winning Get Bit!, a freelance designer and developer, son of a science fiction author, and a Master of Arts. He lives in MD with e and at least three dogs.

    Email: dave@critical-hits.com

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