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JR's avatar

1) you win by [thing]

2) on your turn you X, Y, or Z

X) gain this

Y) spend this

Z) gain some flexibility

3) the game ends when [event]

That’s been a pretty useful model for designing gateways (and teaching them) for a long time

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Andrea La Rosa's avatar

Insightful analysis! I like how you abstracted away other bits of the game to get to the pattern. This served me also as a good reminder to be very thoughtful about the relationship you create between aspects of a game (just yesterday I spotted a feedback loop in a game I'm testing, which I realised I didn't fully acknowledge 😄).

I can definitely see how the pattern can be distinctive of gateway games, and I imagine you can essentially generalise it in something like [do something -> do something more -> get rewards].

I imagine the pattern doesn't guarantee you have something gateway, as any of the steps can still be incredibly thinky (e.g. imagine if in Azul you had way more colours and pots to choose from, and if penalty VPs were more harsh) - but it's a useful angle to (de)construct a game!

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