One thing I've always enjoyed about board gaming is looking at the state of the board after a game is finished. From the territories that have changed hands at the end of a game of Axis & Allies to the design of a stained glass window in Sagrada, there's something satisfying about finishing a game and looking down at what you and your fellow players have created.
This was a large part of the design objective for Fruit - my intent was not only to have a game that was fun (obviously), but also a game that would result in a satisfying end state. Now, even in the most relaxed game people want to win (without some kind of incentive there's no reason even to play), so the objectives that people are trying to achieve, and the routes by which they are able to achieve them, will shape the way that the end state looks. For a game about growing fruiting plants, that meant I had to develop a win condition and set of rules that would encourage players to create a plant that would look aesthetically pleasing at game end.
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AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
October 2021
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