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CONTACTS AT MOSTDANGEROUSGAMEDESIGN.COM

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Max Seidman

33 N.●●●●●n St.

Ha●●er , New Hampshire, 03755

UNITED STATES

857●●●206
ge●●●●●●●●●@gmail.com

View this contact

Max Seidman

33 N.●●●●●n St.

Ha●●er , New Hampshire, 03755

UNITED STATES

857●●●206
ge●●●●●●●●●@gmail.com

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Most Dangerous | mostdangerousgamedesign.com Reviews
<META>
DESCRIPTION
Game Design
<META>
KEYWORDS
1 balance beyond fairness
2 defying conventions
3 older posts
4 popular posts
5 competition in games
6 sites we like
7 daniel solis
8 tiltfactor laboratory
9 the border house
10 rob donoghue
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balance beyond fairness,defying conventions,older posts,popular posts,competition in games,sites we like,daniel solis,tiltfactor laboratory,the border house,rob donoghue,games we like,dota 2,dominion,battleline,wits and wagers,archive,october,web design
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Most Dangerous | mostdangerousgamedesign.com Reviews

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Game Design

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1

February 2014 ~ Most Dangerous

http://www.mostdangerousgamedesign.com/2014_02_01_archive.html

Sunday, February 2, 2014. Posted by Max Seidman on 11:23 PM with 2 comments. In which Max argues that the way many designers think of balancing stands in their way; balancing shouldnt be though of as making your game fair. Balancing should be understood as making sure your players choices are interesting. Subscribe to: Posts (Atom). The Psychology of Rewards in Games. Know Your Audience: Scotland Yard vs. Letters from Whitechapel. Scaffolding Choice: How to Ease Players Into A Game's Choices.

2

Balance Beyond Fairness ~ Most Dangerous

http://www.mostdangerousgamedesign.com/2014/02/balance-beyond-fairness.html

Sunday, February 2, 2014. Posted by Max Seidman on 11:23 PM with 2 comments. In which Max argues that the way many designers think of balancing stands in their way; balancing shouldn't be though of as "making your game fair." Balancing should be understood as "making sure your players' choices are interesting.". There have been a few pieces written in the community recently on strategies for balancing games, with a focus on achieving fairness. While achieving fairness is a result. In choice: I want to do...

3

January 2015 ~ Most Dangerous

http://www.mostdangerousgamedesign.com/2015_01_01_archive.html

Tuesday, January 20, 2015. Randomness vs. Variation. Posted by Max Seidman on 8:07 AM with No comments. Max discusses the differences between randomness and variation, why variation is good, and presents some ways designers can create games to maximize variation while minimizing unfairness. Subscribe to: Posts (Atom). The Psychology of Rewards in Games. Know Your Audience: Scotland Yard vs. Letters from Whitechapel. Scaffolding Choice: How to Ease Players Into A Game's Choices. Heroines in Dota 2.

4

Scaffolding Choice: How to Ease Players Into A Game's Choices ~ Most Dangerous

http://www.mostdangerousgamedesign.com/2013/09/scaffolding-choice-how-to-ease-players.html

Monday, September 9, 2013. Scaffolding Choice: How to Ease Players Into A Game's Choices. Posted by Max Seidman on 9:30 AM with 11 comments. In this week's post, Max elaborates on the number one design tip from July's post on designing game learning. Designing scaffolding into the learning experience. Max discusses what scaffolding is, why it's important, and some tips and tricks for designers to design scaffolded learning into their games. 3 Introduce Mechanics One-by-One. Back in July we discussed this...

5

Defying Conventions ~ Most Dangerous

http://www.mostdangerousgamedesign.com/2014/01/defying-conventions.html

Wednesday, January 1, 2014. Posted by Max Seidman on 2:07 PM with 1 comment. Conventions and tropes affect the creation of all forms of media, from literature to games. Following norms can be helpful for guiding users' experiences, but norms can also get in the way. Max asks a new year's resolution from designers: whenever your design conforms to a trope, make sure you are doing it intentionally, and not by default. Of a treasure card versus its value, as seen below:. Long to learn the distinction, but b...

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big-game-theory.com big-game-theory.com

Big Game Theory!: Links

http://www.big-game-theory.com/p/links.html

Musings on games, design, and the theory of everything. Yes, this is a page of links. Like in the good ole days before search engines and when Yahoo had a hierarchical index the entire internet outside the walls of AOL. But I digress. Tabletop games, mostly. Monster site, forums, game databse, blogs, etc. Today in Board Games. Provides nice frequent roundups of reviews and articles. Design blog and reviews. Boardgame blog by Stephen Brochu (Ubisoft designer). Excellent commentary on games from Mark Taylor.

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Wednesday, August 2, 2017. Posted by Max Seidman on 10:24 PM with 1 comment. Max writes about what makes the VISITOR in Blackwood Grove, designed by him and Mary Flanagan, unique. Sunday, January 10, 2016. Most Dangerous Games of 2015. Posted by Max Seidman on 9:07 PM with 3 comments. Max reveals and discusses his favorite tabletop, digital, and mixed media games of 2015 - why theyre awesome, why you should play them, and why they represent progress to the field of games as a whole. Monday, June 16, 2014.

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Some Sons & Daughters Topics for the New Year. Posted by: Andrew Linstrom in Sons and Daughters. It’s Monday, so I Must Update. But I spent the day erranding and didn’t put anything together proper. Instead, have a smattering of Sons and Daughters topics I am currently working on and may appear in soonish future updates:. Hero Mentors and Mentor Missions. Mexico and the Reconquista. Oakland and the Raider Nation. San Francisco, the House Built on Sand. Looking Ahead to 2014. A plot point campaign a la Fi...

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