Development journal
Notes from the making of Pawnborn — design arguments, decisions we changed our minds about, and the occasional thing that did not work.
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Fair by construction, not by promise
Everyone says their game is fair. Here is the difference between a promise and a rule the code cannot break, and why we wrote ours down before we had anything to sell.
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Where the name Pawnborn came from
Naming a game is mostly a search problem wearing a creative hat. What we needed, what we rejected, and why a coined word was worth the trouble.
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Why build a chess MMO at all?
Chess has six hundred million players and almost no persistent worlds. That gap is either a warning or an opportunity, and we spent a long time deciding which.