I recall reading an article by Andy about his thoughts about important design principles to consider when designing pyramid games.  I don't recall every point made, but a couple were: 

  • Consider turnless
  • Consider using no boards

The basic premise was that the pyramids should inspire us to create different types of games.  

Does anyone have a link to the original article?

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The front page of the IceWiki has a writeup that closely matches what you describe... but those aren't Andy's words.

Here's an article Andy wrote in 2003, but it isn't pyramid-centric:

http://www.wunderland.com/WTS/Andy/Games/DesignPrinciples.html

The front page of the IceWiki has a writeup that closely matches what you describe... but those aren't Andy's words.

Look at that.  Those seem like the words that I remember, but I guess I mixed my remembrance of them with things that I read by Andy.  I stand corrected.

Thanks Ryan!

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