The Iterative Prisoner’s Dilemma

One of the more popular Game Theory ideas is the Prisoner’s Dilemma. Essentially this simple game has two players representing criminals who are separated and offered a choice. Either they can co-operate with their criminal partner by telling the police nothing or they can defect by turning the other criminal in. If they both co-operate the police can only get them on a minor charge and they both get one year in prison, if they both defect they each get ten years, but if one co-operates and the other defects, the defector gets off scot free while the co-operator gets 40 years. The result of this is that it’s always better to defect, because there are two possibilities, either your partner is

What size project are you?

There is a lot of advice and opinions on Kickstarter creation in the world, and a lot of it is directly contradictory. Further, a lot of it is impossible, or if possible dangerous, for some creators. How can that be the case? Well, depending on the size of your project and its intentions what’s good advice or not can vary drastically. I’ve heard creators of small projects wishing they had spent more going into projects on the basis that it would have made them into big projects, and I simply don’t think that’s the case, larger projects tend to need support and infrastructure in several areas and tend to need to exist in a more inter related way. To put it another way, a large project needs m

Song of Tales Designers Diary – Core Principles

I’ve said a few times in blogs how vital it is to have the core principles of your game set out as touchstones that you can refer back to while designing, to make sure that you don’t end up in the design wilderness or lose the shape of what you’re doing to well meaning playtesters. I’ve also noticed that I’ve not shared my core principles of my pervious projects in this blog. Since I’m in the middle of designing Song Of Tales I thought this would be the right time to set out its core ideas here. Collaboration This is the key for Song Of Tales, it’s the thing I realised that I needed to get right or I wouldn’t bother making the game. I want to do it in light of the other principles, but it ha

Fulfilment, a self-fulfilling prophecy

The single number one reason that successful Kickstarters become very unsuccessful Kickstarters is almost certainly problems with fulfilment, it’s also the problem that’s most likely to have results that will land your project on the BGG controversial Kickstarters list and wreck your chances of a second project. It is also entirely dull, often sucking the joy right out of the parts of the process that should be the most exciting, reaching your goal and getting your print run through, so you might be tempted to put it off. Do not, there is no part of the process that will have more real long-term rewards for your future happiness, the success of your game and your future hopes of home ownersh

Funding As Failure

I’ve been noticing a trend on Kickstarter recently that I consider extremely worrying, and that’s the perception of backing as failure. It has arisen in two major forms, the “early under” and the “funded and cancelled”. I really want to say a little about these two forms, and then advise new creators to ignore and avoid them. The early under comes from some fairly significant sources. No less an authority than Jamey Stegmaier on his blog advises campaigns to cancel if they are not fully backed within a week of launch and many projects cancel because they have either not backed on day one or not reached over 50% on day one. These ideas have nothing to do with backing, they have to do with


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