We’ve just concluded an article series about the early structures in games, including the distribution of resources to start the game and means to decide the first turn. We got some excellent feedback and had some great discussions in our comments sections, so thanks to everyone who shared their thoughts. Before we move on to mid-game structures, our series on turning points and phase transitions in strategy games, we’re taking a brief detour to start a semi-regular feature on some of the most popular and prevalent mechanics in game design.
This month’s topic is worker placement. I’ll introduce the topic by discussing what we mean by worker placement (a surprisingly controversial topic!) and giving some defining characteristics of the genre. Alex will follow up with a pair of articles discussing some classic and creative examples of worker placement mechanics, and what some of the genre’s weaknesses are and what can be done to improve worker placement.