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Representing the Unrepresentable
PlayDNA
English - October 13, 2021 07:00 - 32 minutes - 22.7 MBGames Leisure Arts Design board games games design play history card games ludology Homepage Download Google Podcasts Overcast Castro Pocket Casts RSS feed
Hunger, madness, cold, and fatigue. These are strong motivators we experience as humans and enticing topics to include in a board game. But how can a designer go about doing so effectively? Damon talks us through ways that "unrepresentable" feelings have been mechanized in games, both effectively and ineffectively.
Games we played:
Throw Throw Burrito | Board Game | BoardGameGeek
Sheriff of Nottingham | Board Game | BoardGameGeek
Shadows in the Forest | Board Game | BoardGameGeek
Fire Tower | Board Game | BoardGameGeek
Games we discussed:
Butchering Pathologic - Part 1: The Body | Rock Paper Shotgun
Agricola | Board Game | BoardGameGeek
Frostpunk: The Board Game | Board Game | BoardGameGeek
Caverna: The Cave Farmers | Board Game | BoardGameGeek
This War of Mine: The Board Game | Board Game | BoardGameGeek
Fearsome Floors | Board Game | BoardGameGeek
Trapwords | Board Game | BoardGameGeek
Mountains of Madness | Board Game | BoardGameGeek
Mansions of Madness | Board Game | BoardGameGeek
Arkham Horror | Board Game | BoardGameGeek
Nemesis | Board Game | BoardGameGeek
Dead of Winter: A Crossroads Game | Board Game | BoardGameGeek
Evolution: Climate | Board Game | BoardGameGeek
Terraforming Mars | Board Game | BoardGameGeek
Fresco | Board Game | BoardGameGeek
Detective: A Modern Crime Board Game | Board Game | BoardGameGeek
Sheepy Time | Board Game | BoardGameGeek
Don't Wake Daddy | Board Game | BoardGameGeek
Perfection | Board Game | BoardGameGeek
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