Arcs, Designer/Developer Diary

Arcs | Designer Diary 6 - Meeting the Enemy

In general, my designs tend to have a lot of thematic overlap but very little mechanical overlap. Arcs is a little different. In this design, I consciously built on mechanical elements from both Root and Oath. I wanted the game to be easily to teach and learn for players with some passing familiarity of our games and to serve as a good entry point into our other titles. I also didn’t want to innovate in a space where innovation wasn’t warranted. For instance, Oath had presented some very interesting design challenges when it came to movement and demanded a novel solution. However, for Arcs, it was pretty obvious early in the process that the game would have pieces coexisting and moving in a manner very similar to Root. It seemed obvious that Root’s general movement system would work just fine within Arcs.

Arcs, Designer/Developer Diary

Arcs | Designer Diary 5 - Becoming Asymmetric

One of the earliest goals of the design of Arcs was to have a fully emergent asymmetry that went beyond what the positional differences in Oath could do. I wanted players to start in roughly similar positions. However, by the end of the campaign, I hoped that those positions would be as different as any two factions in Root or two roles in Vast. I saw this as a way of approaching an essential problem in asymmetric design.

Arcs, Designer/Developer Diary

Arcs | Designer Diary 4 - Two Types of Time in Arcs

In writing about this subject, I’m going to be using the word “temporality” a lot. First, I’m sorry for that. It’s a bad word with far to many syllables for its own good. When I use this word, I’m specifically referring to how something (say a board game) both uses time and is used by time. This is a particularly useful word because it captures the fact social spaces (like games) can organize and regulate time. In this way, the word’s oddness is useful too. It reminds us of the artifice inherent to all measures of time and the degree to which structure informs perception.

Arcs, Designer/Developer Diary

Arcs | Designer Diary 2 - Interventions and Origins

Most of my games have very long incubation periods. Traces of both John Company and Oath can be found in decades-old notes. Arcs is not like that.

Arcs, Designer/Developer Diary

Arcs | Designer Diary 1 - What's All This, Then?

I’ve spent the past year working on a new game. Over that time, I’ve largely kept myself from sharing the details of its design and development outside of an occasional interview or Twitter thread.

Designer/Developer Diary, Oath

Oath | Developer Kit

Today, I wanted to celebrate the game by sharing a couple things with you all. First, I want to share a little Developer's Kit which contains many Oath assets you can use to make your own cards and variants. Second, want to share a variant you can use to start a fresh chronicle.

Designer/Developer Diary, Root

Root: The Clockwork Expansion 2 | Developer Diary

Currently, there are four published factions that will gain Automated support with the release of The Clockwork Expansion 2. Automated factions for the Lizard Cult, Riverfolk Company, Corvid Conspiracy, and the Underground Duchy have all been in development for over a year. 

Designer/Developer Diary, Root

Root: The Marauder Expansion | Designer Diary 4 - Hirelings Galore

Root's Marauder expansion is the first addition to the game that offers a new system to the game's core design. Even typing that sentence makes me nervous. A game of Root can be overwhelming enough—why on earth should we add more to it!?

Designer/Developer Diary, Root

Root: The Marauder Expansion | Designer Diary 3 - Seeking Out the Hidden

After designing the Warlord and moving it into testing, I started working on my ideas for the Badgers. I wanted two things: a faction that was hard to kill and a faction that was slow to act.