Gwent avoids several pitfalls which plague Prismata
Gwent avoids several pitfalls which plague Prismata

Today’s post by Fabian Fischer is a dive into the role that the hidden information (primarily through card draws) allows the game to¬†avoid feeling “oppressively stressful”. It also provides insight into how the potential for card game design to slide towards luck-driven outcomes is mitigated by carefully chosen mulligan, deck construction and game structure (through a “best-of-three” format).

You can check it out here:
http://www.gamasutra.com/blogs/FabianFischer/20170305/292859/Gwent_Braving_the_Storm.php

 

The Game Design Collective is designed to be a place where game designers who write about game design can come together and get feedback on their writing on game design. We want to help foster a community of systems designers who want to express their ideas about game design theory and get feedback on those ideas. The articles published on here will be curated by a small team of editors.

If you’re interested in submitting an article to the collective, please submit it here.

If you’d like to become an editor, email us at thegamedesigncollective@gmail.com.

Commenting on our articles is encouraged.