1 thought on “Tabletop: Analog Game Design”

  1. Some people like to play games. Some go further and like to talk about games, their relative flaws and benefits, stuff like that. Then there's those who maybe err on the side of the obsessive - game designers, game tinkerers, game theorists, and those (like me) who like to kick the tyres, pop the hood and check out how the games work.* Tabletop is a collection of essays about games, some by game designers, some by hood-poppers. While the essays were uneven in style and content, running for acade [...]

  2. As an anthology this is a mixed bag running from on-target, succinct chapters chock full of good advice and long-winded pseudo-intellectual rambling. Worth reading for the better chapters/authors if you are interested in game design. You can probably figure out which chapter is which within the first 2 pages.

  3. Tabletop: Analog Game Design is, like almost every anthology or festschrift I’ve perused, a mixed bag. Most of the chapters or essays were relevant to courses that I teach and many of them were simply interesting to me as a gamer who often teaches or adapts games for others. Best of all, the publisher decided to make this volume available for free on the Kindle. I would have rated this book four stars if I’d paid full price; as a freebie where I received MUCH more than I paid for, I rate it [...]

  4. A 2011 title with chapters written by game designers on various aspects of board game design. A fine compendium (marred only by the unnecessarily long chapter on the Game-As-Performance-Art "Train") worthy of the attention of anyone interested in modern-day board games and board game design.

  5. I loved the idea of having a bunch of people write about various aspects of gaming, mainly game design, but this book really needed an editor.The articles were written but they didn't feel like a writer them because they weren't written very well. They felt more like extremely long blog posts. More often than not, they just babbled and babbled on in minute detail. It became very boring because of all that detail, but the biggest problem was I forgot what their point was. There was one interestin [...]

  6. This was not as good as I hoped it would be, especially since most of the book has little to do with the title, but not too many other books about this subject are free, so it was worth the cost, at least. Some of the articles on design are good, though none of them really go into the detail and depth of the processes of design a fledgling designer wants, assuming they are living in the 21st century and not hanging around SPI in 1975 getting a daily practicum on the dos and don'ts of wargaming d [...]

  7. A dry but engaging collection of essays exploring various principles of game design. The essays collected here look at the improvisational aspects of RPGs, the principles at work in the design of games like Settlers of Catan and Pandemic, and how wargames are built different depending on what goals they're trying to illustrate.Great if you're curious about game design. Might not be worth your time otherwise.

  8. A mixed bag in terms of content (everything from improv games to commercial and military simulation is covered), quality of insight and quality of writing (often a bit too bloggy in tone). Worth look if you're interested in table top games. As it's specifically designed as an e-book I hoped for a bit more care in formatting and setting up the footnotes but it is free so difficult to begrudge a slightly rough and ready approach.

  9. A mixed bag of essays, not leading to any overall conclusions but offering a few interesting tit-bits of advice or entertaining anecdotes. I suspect any reader interested in the general subject will find bits that are of no interest at all, although which bits those are will differ from one person to another.

  10. Being a collection of papers, it's difficult to capture a whole philosophy within this boo but I've found it quite interesting because it highlights some good starting points to go deep into the subject of Tabletop game design.

  11. mixed quality. some essays were great, like "I designed a game for my kids every year using different mechanics and here's how I did it". Others seemed to be thinly veiled humblebrags about "I designed this game/product/service and it is objectively the best".

  12. A collection of essays by some of the outstanding game designers of our time. The range of topics varies quite a bit, and a few of the essays were not that great.

  13. I mostly choose this because he used the term analog game design and I want to explore what he means by that - because I use that term too.

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