Episode Transcript
Transcripts are displayed as originally observed. Some content, including advertisements may have changed.
Use Ctrl + F to search
0:00
This episode is sponsored by crowdfunding nerds,
0:02
also known as Next Level Web. This
0:04
group of crowdfunding specialists has worked on
0:06
over 100 projects and helped raise nearly
0:08
$15 million. But the truly amazing part
0:10
is that most of those campaigns were
0:12
from first-time creators. They charge flat fees
0:14
and offer simple monthly pay-as-you-go plans. And
0:16
the record for funding projects on day
0:18
one is over 90%. I've personally been
0:21
working with them for years, and they
0:23
have been instrumental in helping me raise
0:25
hundreds of thousands of dollars for my
0:27
own campaigns. Andrew and his team are
0:29
honest, hardworking, and reliable, and they have
0:31
been absolutely phenomenal to work with. So
0:33
if your game is awesome, but your
0:35
email list is pitiful, visit crowdfundingnerds.com and
0:37
fill out a contact form today. What's
0:49
up my friends, Gabe here? And I just
0:51
want to tell you about my new
0:53
book that recently came out called Find
0:55
the Fun. This is the culmination of,
0:57
I don't know, 15 plus years of
0:59
game designing experience and publishing experience now,
1:01
and also just distilling down 300 plus
1:03
episodes of the Boer Game Design Lab
1:05
podcast and putting it all into one
1:07
book. The book that I wish I
1:09
had when I first got started designing
1:11
games. And we dive into obviously fun
1:13
and talking about how to Find the
1:16
fun and all the fun and all
1:18
the things. things that go along with that.
1:20
Lots of different principles and little kind of
1:22
formulas, trying to, you know, some metaphors, trying
1:24
to help that all make sense. Also talk
1:26
a lot about product design and what it
1:28
looks like to create not only a game
1:30
but a product that people will want to
1:32
buy, that you can pitch to publishers, that
1:34
you can put on crowdfunding and make money,
1:37
talk a lot about play testing, talk a
1:39
lot about prototyping, just everything that goes into
1:41
the game design and creation process from idea
1:43
all the way to being able to being
1:45
to being able to get it. Now I
1:47
don't talk about business or starting an LLC
1:49
or crowdfunding and that kind of thing, but everything
1:51
else as far as creating the game and bringing
1:54
it to life, putting it on people's tables so
1:56
that they can enjoy it. And so I just
1:58
want to tell you about it. can find
2:00
it on Amazon right now if you want
2:02
to learn more. I'm also going to put
2:05
the first few chapters of the book. At
2:07
the end of this, I hired a professional
2:09
voiceover guide to do the audio book version.
2:11
And so I'm going to put the first
2:14
few chapters here, and so you can check
2:16
those out, listen to them, and just see
2:18
if it's something that you're interested in. But
2:20
yeah, Find the Fun. Really proud of this
2:22
one. Wanted to let you know about it.
2:25
And if you think it's something that you
2:27
would get a lot of value out of,
2:29
please check it out. Thanks for being part
2:31
of the Board Game Design Lab community.
2:34
And have Community, and Have. Read
2:36
by Adam Nirono. Section 1.
2:38
Getting Started I'm so glad you've
2:41
decided to travel down the
2:43
game design path. It takes a
2:45
ton of effort, but with a
2:47
little creativity a healthy dose of
2:50
problem solving and some good old-fashioned
2:52
hard work, I know you can
2:54
bring your games to life. And my
2:57
goal is to be a helpful guide
2:59
in your journey. Now this book
3:01
isn't meant to be an exhaustive
3:03
resource. It's more of a curation
3:05
of my best advice taken from
3:07
designing games for 15 plus years
3:09
and interviewing more than 300 of
3:11
the best designers in the world
3:13
through the Board Game Design Lab
3:16
podcast. This is the book I wish someone
3:18
had handed me years ago when I
3:20
was just getting started. And I hope
3:22
I can help you not waste time on
3:24
as many dumpster fire games as I did.
3:27
You're still going to create some
3:29
truly awful games. That's just part
3:31
of it. But the information in these pages,
3:33
should help you level up your
3:35
design skills at a much faster
3:37
rate than I was able to.
3:40
This introduction will lay the foundation
3:42
for the core concepts you need to
3:44
understand, and the rest of
3:46
the book will reinforce the concepts
3:48
from various angles. So let's
3:51
get into it. What is a board
3:53
game? Really. The traditional definition
3:55
of board game is pretty
3:58
self-explanatory. A game that involves... moving
4:00
pieces on a board. In recent
4:02
years, the term has evolved to become
4:04
a catch-all, and even games that don't
4:06
include a board now fall under the
4:09
board game umbrella. However, for
4:11
the purposes of this book, that's not
4:13
really what I'm talking about. Boards,
4:15
cards, dice, etc. are just
4:17
components. Mere ingredients
4:20
that can be turned into something much
4:22
greater than the sum of its parts.
4:24
In the same way you wouldn't say eggs,
4:26
sugar and butter and butter are a
4:29
cake. You wouldn't say cardboard dice
4:31
and meals are a board game. What
4:33
matters is how you put them
4:35
together to create an experience for
4:37
the players. To put it simply a
4:39
board game is a fun engine. Players
4:42
put time into it and get fun out
4:44
of it. So as a designer, your main
4:46
job is to maximize the
4:48
time-to-fund ratio. Now, that's obviously
4:51
easier said than done, but hopefully
4:53
this book will help you start
4:55
figuring out what it takes to
4:57
create a fun engine. that players
4:59
enjoy and that you can turn
5:01
into a marketable product. But
5:03
anytime you see the word game in this
5:06
book, just know that what I'm really
5:08
saying is fun engine. For years I
5:10
designed games that worked but
5:13
weren't particularly fun. However, once
5:15
I started to understand games as
5:17
fun engines, my designs got
5:19
a ton more enjoyable to play.
5:21
So even if that's the only concept
5:24
you take away from this book, I
5:26
think it'll level up your design
5:28
skills by leaps and bounds. What
5:30
makes a game fun? When you're
5:32
starting out, you should aim to make
5:35
a game that works. The game should have
5:37
a clear beginning, middle and end.
5:39
The players should be able to
5:41
understand how to win. And the
5:43
players' decisions should move the
5:45
game forward and ultimately to
5:47
a defined finish. Now a lot of
5:50
new designers do all of that
5:52
and think they're done. However a
5:54
game that works is not necessarily
5:56
a proper fun engine. To make
5:58
a game that's fun, You need to
6:01
understand two main factors. Choices and
6:03
tension. A game can have amazing
6:05
art, unbelievable miniatures, linen finish cards,
6:07
and the most well-written rulebook you've
6:09
ever laid eyes on. But if
6:11
it doesn't have meaningful choices and
6:13
the right amount of tension, it's
6:16
not going to be particularly fun.
6:18
In the next chapter, I'll dive
6:20
much deeper into choices and tension.
6:22
I'll unpack concepts like the choice
6:24
trident. and the Goldilocks decision space.
6:26
And I'll get into various ways
6:28
you can find the fun in
6:31
your game. I'm mentioning this stuff
6:33
briefly in the introduction since fun
6:35
is probably the most important concept
6:37
I'll discuss, hence the title of
6:39
the book, and I want you
6:41
to go ahead and put it
6:44
at the top of your mind.
6:46
What makes you a game designer?
6:48
I've talked to so many new
6:50
designers who don't yet consider themselves
6:52
to actually be game designers to
6:54
actually be game designers. Typically, they
6:56
think that to become a legitimate,
6:59
card-caring member of the club, they
7:01
need to get a game published.
7:03
But trust me, that is definitely
7:05
not the case. A game designer
7:07
is simply anyone who designs games.
7:09
Don't overcomplicated, and don't feel less
7:11
than just because you don't have
7:14
a game on a store shelf.
7:16
I've played prototypes that were amazing,
7:18
but never got picked up by
7:20
a publisher. I've played published games
7:22
that weren't worth the cardboard they
7:24
were printed on. There are so
7:26
many factors at play, and a
7:29
lot of them are arbitrary. So
7:31
don't get caught up on having
7:33
to be published or any other
7:35
random qualifier. The being comes from
7:37
the doing. Or put more simply,
7:39
you are what you do. A
7:41
writer is someone who writes. A
7:44
painter is someone who designs games.
7:46
So the real question isn't, are
7:48
you a game designer? The real
7:50
question is how good can you
7:52
be? And my goal throughout the
7:54
rest of this book is to
7:57
help you become as good as
7:59
possible. It takes a tremendous amount
8:01
of work to become good at
8:03
any creative endeavor. But I believe
8:05
you haven't in you to bring
8:07
some amazing games to life. Don't
8:09
prove me wrong. What does a
8:12
win look like? Before we go
8:14
any further, it's important to take
8:16
some time to define what you
8:18
really want. When it comes to
8:20
game design, what does a win
8:22
look like? Do you want to
8:24
design games as just a hobby,
8:27
but you don't really care if
8:29
you ever get anything published? Do
8:31
you want to design games that
8:33
eventually show up on store shelves,
8:35
but it's just a side hustle?
8:37
Do you want to pursue game
8:39
design as a profession, either part-time
8:42
or full-time? There's no wrong answer,
8:44
but each path has different requirements
8:46
and calls for a different level
8:48
of sacrifice. I encourage you to
8:50
be honest with yourself about what
8:52
you really want. and to think
8:54
through how much you're willing to
8:57
commit to that path. We often
8:59
wonder why we feel like we're
9:01
losing when the real problem is
9:03
that we haven't defined what winning
9:05
is. So what do you want?
9:07
Write it down. What are you
9:10
going to have to give up?
9:12
Write those down, too. Then, get
9:14
to work. Why designing games is
9:16
important? Several years ago. One of
9:18
the most important people in my
9:20
life found out he had cancer.
9:22
His name was Randy, and he
9:25
was an incredible mentor and an
9:27
excellent friend. And during his battle
9:29
with cancer, he discovered a little
9:31
game called Ticket to Ride. One
9:33
day I went over to his
9:35
house, and he asked if I
9:37
had ever heard of the game.
9:40
I laughed and told him once
9:42
or twice, then we sat down
9:44
and played it. Randy played ticket
9:46
to Ride hundreds of times over
9:48
the next couple of years. He'd
9:50
come home from chemo and played.
9:52
Friends and family would come over
9:55
to visit and he'd introduce them.
9:57
to it. He played it literally
9:59
until he couldn't hold his head
10:01
up anymore. And just before they
10:03
lowered his casket into the ground,
10:05
his daughter placed a small red
10:07
plastic train on it. Tickets a
10:10
ride brought my friend a tremendous
10:12
amount of joy during his toughest
10:14
times and darkest days. And a
10:16
while back when I met Alan
10:18
Moon, the designer of the game,
10:20
I was able to thank him
10:23
for creating something that made my
10:25
friend's final days just a bit
10:27
more bearable. I don't know
10:29
about you, but I want to
10:31
create things that bring people joy
10:33
like that. And this is a
10:36
prime example of how much games
10:38
matter. I know it can sometimes
10:40
feel like game design is a
10:42
waste of time. There are so
10:44
many problems in the world, and
10:46
we're just cutting out tokens and
10:49
trying to figure out if a
10:51
card should do two damage or
10:53
three. I mean, really? But please
10:55
understand. It's so much deeper than
10:57
that. Board games are different from
10:59
other forms of entertainment because they're
11:02
about a lot more than just
11:04
sitting and absorbing content. Instead, games
11:06
give players an active role in
11:08
determining how the experience is going
11:10
to play out. They give people
11:12
the opportunity to not only enjoy
11:15
a story, but also have an
11:17
impact on how that story gets
11:19
told. That means game designers are
11:21
storytellers to the highest degree. Because
11:23
what we're really creating is opportunities
11:25
for others to tell great stories.
11:28
We bring people together around a
11:30
table to experience something that will
11:32
hopefully build relationships and create lasting
11:34
memories. So whenever you find yourself
11:36
asking, does this even matter? The
11:38
answer is yes. All artistic expressions
11:41
come with their fair share of
11:43
tough days, and designing board games
11:45
is no different. But in those
11:47
moments just remind yourself that games
11:49
matter and they have the ability
11:51
to improve people's lives and Just
11:54
remember the impact a game had
11:56
on my friend Randy how
12:00
to get ahead of 99% of
12:02
other designers. Most game designers and
12:04
creative people in general never make
12:06
it out of the land of
12:08
mediocrity and never realize their true
12:11
potential for one simple reason. They
12:13
give up. Typically this is because
12:15
they know how their game should
12:17
play in their head, but they
12:19
can't turn that into reality on
12:21
a table. And that's because people
12:23
develop taste before skill. In other
12:25
words, they know what's good long
12:28
before they can actually create something
12:30
good. Then, because of the very
12:32
large and obvious gap between where
12:34
they are and where they want
12:36
to be, they quit and move
12:38
on to the next shiny object
12:40
without ever realizing how much of
12:43
an amazing designer they had it
12:45
in them to be. This gets
12:47
even worse when they start comparing
12:49
their prototypes to other designers published
12:51
games. But if there's any absolute
12:53
truth I've ever learned, it's this.
12:55
Comparison is the thief of joy.
12:58
The world has no shortage of
13:00
opportunities to compare yourself to others
13:02
and feel like you're less than
13:04
or behind. But for one thing,
13:06
you don't know the whole story.
13:08
You don't have any idea what
13:10
someone went through or didn't have
13:12
to go through to bring that
13:15
game to life. And for another
13:17
thing, it doesn't even matter anyway.
13:19
The race is long and in
13:21
the end, it's only against yourself.
13:23
So don't measure yourself against other
13:25
designers. Measure against a previous version
13:27
of yourself. Are you a better
13:30
designer than you were a year
13:32
ago? Are you learning a new
13:34
skill today that's going to make
13:36
you better tomorrow? If not, why
13:38
not? What can you do to
13:40
get better? If so, keep going.
13:42
Keep finding ways to improve and
13:44
push yourself forward. But the main
13:47
thing is to just keep designing.
13:49
Those three simple words are the
13:51
key to you becoming the designer
13:53
you have the potential to be
13:55
There's simply no substitute for reps
13:57
if you want to get better,
13:59
you have to put your reps
14:02
in. To put it in fitness
14:04
terms, if you want to develop
14:06
a stronger lower body, you should
14:08
do more squats. Thinking about squats
14:10
won't make you stronger. Reading about
14:12
squats won't make you stronger. Posting
14:14
online about squats won't make you
14:17
stronger. You have to do the
14:19
actual work, and it's the same
14:21
with game design. So many designers
14:23
never really get out of the
14:25
planning stage. They have ideas. but
14:27
they never create a prototype. They
14:29
never run a single play test.
14:31
Unfortunately, it's super easy for planning
14:34
to become procrastination. It seems like
14:36
you're making progress as you research
14:38
various topics and scribble down notes
14:40
about dice-driven combat and possible worker
14:42
placement locations. While this feels like
14:44
movement, it's really like being stuck
14:46
in the mud. Your tires might
14:49
be spinning 100 miles an hour,
14:51
but you aren't going anywhere. So
14:53
how do you make sure you
14:55
don't end up there like so
14:57
many other designers? You make a
14:59
prototype, you play test, and you
15:01
repeat. It's just that simple, and
15:03
it's just that hard. If you
15:06
aren't doing those two things, you
15:08
aren't actually going anywhere, and your
15:10
game will never be more than
15:12
an idea bouncing around in your
15:14
head. In later chapters, I'll share
15:16
my best advice on prototyping and
15:18
play testing. But if you don't
15:21
turn that information into action, this
15:23
is all a waste of time.
15:25
Two of the best things you
15:27
can learn are to make ugly
15:29
prototypes and to play test terrible
15:31
versions of your games. The better
15:33
you get at these two things,
15:36
the better designer you'll become. And
15:38
you'll find yourself much further down
15:40
the design road than all of
15:42
the designers who stay stuck in
15:44
the mud. As James Clear says,
15:46
Rome wasn't built in a day,
15:48
but they were laying bricks every
15:50
hour. You have enough time. Over
15:53
the years I've had conversations with
15:55
thousands of game designers and the
15:58
number one struggle they bring up
16:00
over and over again is never
16:02
having enough design time. And I
16:04
get it, life is busy. Everyone
16:06
has more to do than they
16:08
have time to do it in.
16:11
Family, friends, work, sleep, traffic, cat
16:13
videos, there's no shortage of things
16:15
to occupy your time. However, something
16:17
that radically changed my life was
16:19
the realization that I always have
16:21
just enough time for the things
16:23
I make time for. It's not
16:26
about having time, it's about making
16:28
time. So I started putting game
16:30
design into my weekly schedule, and
16:32
then I protected that time. On
16:34
certain days, at certain hours, I
16:36
scheduled specific activities that were going
16:39
to move my games forward. I
16:41
also took this approach with the
16:43
Board Game Design Lab podcast, which
16:45
is how I released an episode
16:47
300-plus weeks in a row. And
16:49
after the schedule was made, I
16:51
died on those hills. My friends
16:54
and family knew not to bother
16:56
me on those days and times.
16:58
Unless someone was bleeding from the
17:00
head, I wasn't going to budge
17:02
from my workspace. Another pivotal moment
17:04
was when I stopped saying, I
17:07
don't have time, and started saying,
17:09
it's not a priority. It's amazing
17:11
how much of a difference that
17:13
small semantic tweak makes. Instead of
17:15
saying, I need to play test,
17:17
but I don't have time, it
17:19
became I need to play test,
17:22
but it's not a priority. That
17:24
phrase was just an incredible gut
17:26
punch, and it helped me refocus.
17:28
It also placed the weight squarely
17:30
on my shoulders, which is where
17:32
it belonged. I don't have enough
17:35
time, put the blame on external
17:37
factors. It was the universe's fault.
17:39
But it's not a priority, was
17:41
on me. This also helped me
17:43
get clear on what my priorities
17:45
really were. There were moments when
17:48
I would say something wasn't a
17:50
priority, and I would realize that
17:52
it really wasn't. The value of
17:54
that kind of thing cannot be
17:56
overstated. But my main point... is
17:58
that you have enough time. It's
18:00
just a matter of what you're
18:03
currently prior to. The average person
18:05
spends four to six hours a
18:07
day consuming online content, social media,
18:09
Netflix, YouTube, etc. So if you
18:11
happen to be an average person,
18:13
that's about five hours per day,
18:16
you could probably repurpose. Manage your
18:18
energy more than your time. Even
18:20
if you're the best time manager
18:22
in the world, if you show
18:24
up to your design space physically,
18:26
mentally, emotionally, or spiritually exhausted, you're
18:28
probably not going to get much
18:31
done. For your creativity to be
18:33
at its best, you have to
18:35
have energy for it to pull
18:37
from. This means it's better to
18:39
have a little time and a
18:41
lot of energy than a lot
18:44
of time but little energy. An
18:46
energetic 20 minutes is much more
18:48
productive than a laxadaisical two hours.
18:50
So managing your energy through getting
18:52
enough sleep, eating healthy foods, controlling
18:54
stress, exercising regularly, etc. etc. will
18:56
make the biggest impact in your
18:59
game design journey. A life in
19:01
shambles can be useful if you're
19:03
writing music, but it's not particularly
19:05
helpful when you're designing a worker
19:07
placement game. And yes, this is
19:09
common sense, but unfortunately, living it
19:12
out isn't particularly common. On a
19:14
near-weekly basis, game designers tell me
19:16
they struggle to find or make
19:18
time for game design. However, the
19:20
truth is, they're not properly taking
19:22
care of themselves. which leads to
19:25
low energy levels overall and tends
19:27
to manifest as lowest common denominator
19:29
living, which usually consists of scrolling
19:31
their phones for hours on in.
19:33
And if these designers, myself included,
19:35
were more intentional with their energy,
19:37
limited time would be much less
19:40
of a factor. The most creative
19:42
and productive days I've ever had
19:44
as a designer weren't the days
19:46
that I had the most time.
19:48
They were the days that I
19:50
felt like I had been shot
19:53
out of a cannon because I
19:55
was optimizing my energy. It's called
19:57
flow state, not flow. flow to
19:59
state. Getting into a design flow
20:01
is active and requires constant adjustments
20:03
and pivots in what you're doing
20:05
and thinking, which requires energy. You're
20:08
not just floating along randomly bumping
20:10
into good ideas, and when you're
20:12
tired or hangary or stressed or
20:14
worse, flow becomes float, and you
20:16
end up more likely to waste
20:18
a bunch of time scrolling through
20:21
social media than actually being productive.
20:23
So yes. Be intentional with your
20:25
schedule and make time for game
20:27
design as best you can. But
20:29
be even more intentional with your
20:31
energy. There are few things that
20:34
have made a bigger impact on
20:36
my own ability to bring games
20:38
to life and to market, and
20:40
I have a feeling you might
20:42
experience similar results. Habits, not goals.
20:44
Several years ago I spent some
20:46
time trying to figure out what
20:49
I wanted to accomplish as a
20:51
game designer. What did I want
20:53
my life to look like? What
20:55
types of games did I want
20:57
to make? What kind of community
20:59
did I want to build? What
21:02
skills did I need to learn?
21:04
etc. I figured that if I
21:06
could get a decent idea of
21:08
where I wanted to go, I
21:10
would work my way backwards to
21:12
effectively reverse engineer the path I
21:14
wanted to take. I knew I
21:17
wanted to go pro in the
21:19
gaming industry, and I wanted most
21:21
or all of my income to
21:23
be generated through things related to
21:25
designing and publishing games. So I
21:27
put together a plan that would
21:30
hopefully make that happen. However, that
21:32
plan didn't include any goals. Now
21:34
I'm not saying there's anything wrong
21:36
with setting goals, and if that
21:38
works well for you, then please
21:40
don't let me stop you. But
21:42
one of the main things I
21:45
learned from playing sports for most
21:47
of my life is that building
21:49
habits is far more important than
21:51
setting and chasing goals. So I
21:53
didn't set a goal to get
21:55
a game on a store shelf
21:58
or run a successful crowdfunding campaign.
22:00
Instead, I thought through the habits
22:02
I needed to develop that would
22:04
make success inevitable. Designing games and
22:06
bringing them to market would just
22:08
be a side effect generated by
22:11
the habits I would cultivate daily.
22:13
These habits included things like working
22:15
on something design-related every day, running
22:17
a weekly play test, interviewing at
22:19
least five people per month to
22:21
learn more about specific topics, etc.
22:23
And because of the habits I
22:26
built over the course of several
22:28
years, I eventually made games my
22:30
full-time job. However, that actually felt
22:32
less like an accomplishment and more
22:34
like a regular Tuesday. It was
22:36
just a natural byproduct of how
22:39
I was approaching each day, week,
22:41
and month of my life. And
22:43
I didn't know exactly when it
22:45
would happen, but I knew I
22:47
was on a trajectory to get
22:49
there eventually. Now, your mileage may
22:51
vary with this type of approach,
22:54
and I know lots of people
22:56
who prefer the highs and lows
22:58
of chasing goals. But personally, I
23:00
continue to enjoy the steady grind
23:02
of habit formation and optimization and
23:04
find it to be far more
23:07
helpful to get where I want
23:09
to go. So what habits do
23:11
you need to start or stop?
23:13
What habits would help you get
23:15
where you want to go in
23:17
your own design journey? What habits
23:20
would make success inevitable? Now what?
23:22
All right. I realize this opening
23:24
chapter is a bit existential and
23:26
more about setting yourself up for
23:28
creative success than about game design
23:30
specifically. However, I wanted to start
23:32
things off with the general core
23:35
concepts I think you need to
23:37
understand if you really want to
23:39
design great games people love. But
23:41
now let's start diving a bit
23:43
deeper into various aspects of bringing
23:45
a game to life. What's your
23:48
best advice for how a designer
23:50
can make a fun game? Game
23:52
design is not a science. There's
23:54
no fixed methodology or a tick
23:56
list that will lead to great
23:58
designs. Game design is an art,
24:00
and each artist has their own
24:03
style. Reiner Kenizia Section 2 Designing
24:05
a Game Chapter 2 Where to
24:07
Start The first stage of game
24:09
design can be the most exciting
24:11
but also the most challenging. Usually
24:13
something will spark an idea and
24:16
make you think that would be
24:18
a cool game. But then what?
24:20
Turning an idea into a playable
24:22
experience can seem like a monumental
24:24
task. And it's often so overwhelming
24:26
to think about that many people
24:28
just leave the idea in their
24:31
heads. So this section aims to
24:33
guide you through the initial steps
24:35
of the game design process, providing
24:37
a solid foundation for your creative
24:39
journey. Where to start? The best
24:41
thing you can do is simply
24:44
start getting ideas out of your
24:46
head. Write down everything that comes
24:48
to mind. Write down the bad
24:50
ideas that you'll erase later. Right
24:52
down placeholder ideas to bridge the
24:54
gap from one thought to another.
24:57
Don't hold anything back, and don't
24:59
worry so much about organization or
25:01
critiquing your ideas. There will be
25:03
plenty of time for that later.
25:05
Just get as many thoughts out
25:07
as possible. Once they're out, you
25:09
can start figuring out everything else.
25:12
And remember that most great writers
25:14
are actually great rewriters, and in
25:16
the same way, most great game
25:18
designers are actually great redesigners. To
25:20
help get you started, here are
25:22
some things to think about, write
25:25
down, and or do as you
25:27
flesh out the design. Number 1.
25:29
Identify your vision and goals. The
25:31
first step in designing a game
25:33
is to clarify your vision. What
25:35
kind of experience do you want
25:37
to create? What emotions or themes
25:40
are you aiming to evoke? Are
25:42
you designing the game for fun
25:44
to share with friends or do
25:46
you have aspirations for commercial success?
25:48
Your goals will influence many decisions
25:50
down the line. Establishing your game's
25:53
purpose helps guide your design. and
25:55
keep your project focused. Also set
25:57
realistic goals. For example, if you're
25:59
just getting into game design, it's
26:01
unlikely you'll be able to create
26:03
an epic four-hour space opera type
26:06
game. And taking on more than
26:08
you can handle might leave you
26:10
pretty discouraged and frustrated. My first
26:12
design was a zombie game with
26:14
a massive board and a ton
26:16
of characters who all had asymmetrical
26:18
and unique abilities. Fun fact. The
26:21
game was called Fortnight because you
26:23
had to survive for two weeks.
26:25
This was about a decade before
26:27
a certain video game came out,
26:29
but I don't think I could
26:31
use that title now. I managed
26:34
to make the first prototype and
26:36
run a play test, but I
26:38
quickly realized that my ideas were
26:40
much bigger than my current designability,
26:42
and I had no idea how
26:44
to fix the hundred issues wrong
26:46
with the game. After that first
26:49
test, I shelved the game and
26:51
never came back to it. Instead,
26:53
I started trying to make much
26:55
smaller, shorter games. Of course, those
26:57
ideas were also way too big,
26:59
and it would be a while
27:02
before I managed to actually finish
27:04
a design. Luckily, I'm a very
27:06
stubborn and sometimes creatively obsessive person,
27:08
so I refuse to let all
27:10
that early failure and discouragement run
27:12
me off. However, a lot of
27:14
people run into that first brick
27:17
wall and turn around and walk
27:19
away. I chose to keep slamming
27:21
my head into it for a
27:23
while. But you can set yourself
27:25
up for success by having realistic
27:27
expectations and setting attainable goals that
27:30
line up with your current aptitude.
27:32
In the wise words of Ira
27:34
Glass, nobody tells this to people
27:36
who are beginners. I wish someone
27:38
told me. All of us who
27:40
do creative work, we get into
27:43
it because we have good taste.
27:45
But there's this gap. For the
27:47
first couple years you make stuff,
27:49
it's just not that good. It's
27:51
trying to be good. It has
27:53
potential. It has potential. But it's
27:55
not. But your taste, the thing
27:58
that got you into... the game
28:00
is still killer and your taste
28:02
is why your work disappoints you. A
28:04
lot of people never get past
28:06
this phase. They quit. Most people
28:08
I know who do interesting creative work
28:10
went through years of this. We know
28:13
our work doesn't have this special
28:15
thing that we wanted to have. We
28:17
all go through this. And if you're just
28:19
starting out or you're still in
28:22
this phase, you've got to know it's
28:24
normal and the most important thing you
28:26
can do is do a lot of
28:28
work. Put yourself on a
28:30
deadline, so that every week you
28:32
will finish one story. It is
28:34
only by going through a volume of
28:37
work that you will close that gap,
28:39
and your work will be as good
28:41
as your ambitions. And I took
28:44
longer to figure out how to
28:46
do this than anyone I've ever
28:48
met. It's going to take a
28:50
while. You've just got to fight your
28:52
way through. Taste comes before
28:54
skill. That's why you can play
28:56
a game and see how good it is
28:59
long before you can create a game that's
29:01
good. So don't get discouraged.
29:03
Just keep going. Keep designing.
29:05
Keep learning and growing and figuring
29:08
out how to bring your ideas
29:10
to life. Number two. Define your
29:12
audience. Who are you designing
29:14
the game for? Understanding your
29:17
target audience is crucial.
29:19
Different players seek different experiences.
29:21
Some prefer strategy-heavy games
29:24
while others enjoy casual
29:26
party games. Consider age range,
29:28
interest, and the complexity level
29:30
of your audience. Tailoring your
29:33
game to its intended players
29:35
increases the likelihood of creating
29:37
an engaging and successful game.
29:39
And please, don't say everyone. A
29:41
game for everyone is a game for
29:43
no one. And even if you manage to
29:45
design and finish such a game,
29:47
it'll likely be pretty forgettable since
29:50
a game for everyone. has to
29:52
be incredibly generic. When I'm first starting
29:54
a new design, I create a game
29:57
avatar for it. I write down all the
29:59
specifics of the ideal player I'm aiming
30:01
at. And this gives me a
30:03
great decision filter throughout the design
30:05
process. I would much rather create something
30:08
that is a small group of
30:10
people's favorite game and hated by
30:12
others. Instead of creating something that
30:14
people in general think is just
30:16
okay and forget about it 15
30:19
minutes later. So in my game
30:21
avatar document I put things like,
30:23
Enjoys Rolling Dice, only has 30
30:25
minutes to play. has young kids
30:27
so can only play one or
30:29
two player games, loves dramatic
30:32
endings, etc. And this
30:35
helps me guide the design to
30:37
line up with who the game is
30:39
for. The avatar is always
30:41
subject to change, but
30:43
writing down what my
30:45
ideal player and customer
30:48
wants provides helpful guardrails
30:50
as I make changes and
30:52
slowly bring the game to life.
30:54
As you immerse yourself in the world
30:57
of board games and play a
30:59
wide range of games to understand
31:01
various mechanisms, themes, and what makes
31:03
a game enjoyable, you'll find
31:05
a never-ending stream of ideas
31:07
and inspiration. And if you're like
31:10
me, you'll find yourself breaking down
31:12
games and thinking through ways to
31:14
repurpose mechanisms and change things
31:17
according to your own methods and style.
31:19
When I'm writing down my initial
31:21
vision for a design. I'll often
31:23
see several games that I'm
31:25
drawing inspiration from and the specific
31:28
things about those games that get
31:30
me excited. For example, I might
31:32
put pandemic. The game's tension
31:34
increases over time leading players
31:37
to a dramatic finish. Or
31:39
dominion. The card market is
31:41
different every game which leads
31:43
to more replayability. The inspiration
31:46
could be mechanical, thematic, experiential,
31:48
or a combination of all
31:51
three. But writing down the inspiration for
31:53
a game can be super helpful as I
31:55
work through the design process, and it's especially
31:58
helpful when the game has been on the
32:00
shelf for a while and I come back to it
32:02
later. After I started designing games
32:04
I realized that I can no
32:06
longer simply play games. Every game
32:08
night became an opportunity to do research
32:11
on what works and what doesn't, and
32:13
it helped me to keep up with
32:15
industry trends and see where my game
32:18
ideas might fit in the current market.
32:20
But what made the research extra helpful
32:22
was writing down my experiences and
32:24
creating a system that made it
32:27
easy to reference back to later.
32:30
4. The core concept. Something I learned
32:32
later in my design journey is to
32:34
start with a simple core concept or
32:37
mechanism that will be the centerpiece of
32:39
the game. This could be a unique
32:41
gameplay mechanism, a compelling story,
32:43
or an innovative theme, but
32:45
the core concept should be engaging enough
32:48
to build the rest of the game
32:50
around. It's basically the game's hook. It's
32:52
the first thing you would tell a gamer
32:54
to make them want to learn more about
32:56
the game. From a marketing standpoint, It's the
32:58
thing you would put in an ad
33:01
that would get someone to stop scrolling.
33:03
So what is it about your
33:05
game that's different and interesting? You
33:08
don't have to come up with something
33:10
hyper innovative that's never been done
33:12
before or anything, but what makes your
33:14
game stand out against the rest. Remember,
33:16
simplicity at this stage is key,
33:19
and complexity can be added later.
33:21
But figuring out the game's core concept
33:23
and overall hook will make things so
33:25
much easier as you bring it to
33:27
life. Things are always subject to
33:30
change, of course, but at
33:32
least you'll have a direction to
33:34
move in. 5. Theme. What's the game
33:36
about? Who are the players? Why are
33:38
they competing, working together,
33:40
or both? Where are they? When are they?
33:42
If you already have a
33:44
mechanism for the game, what theme
33:47
would complement it? The answers
33:49
to these kinds of questions will
33:51
help you bring the world around
33:53
the game to life. Some games
33:55
are full of lore and backstory and
33:58
a book worth of flavor text. Other
34:00
games have a theme so thinly pasted
34:02
on that it runs the risk of
34:04
coming off with the shrink wrap. And
34:06
either way can work. It just depends
34:08
on the game and experience you're
34:11
going for. But theme helps players
34:13
understand their place in the game's
34:15
world. And when done well, theme
34:17
can help players understand how the
34:19
game works. Some designers prefer
34:21
to start with theme and then
34:24
figure out mechanisms that support that
34:26
theme. Other designers prefer a
34:28
mechanism first approach. Both methods
34:31
are viable and it can change
34:33
depending on the game. The key word
34:35
is start. Please note that the words
34:37
theme and setting often get
34:39
interchanged and used to mean
34:41
the same thing. However, they're
34:44
technically different things.
34:46
I was recently chatting with
34:48
Johnny Pack about this topic, and
34:50
this is how he put it. Theme is
34:52
what players are doing. Setting is
34:54
the overall place, time, and genre.
34:56
For example, Wild West is
34:59
the setting. Robbing banks is the
35:01
theme. Outer space is the setting.
35:03
Fighting aliens and mining for
35:05
resources is the theme. The
35:07
Caribbean is the setting. Being a
35:09
pirate looking for booty is the theme.
35:11
But more generally, we can
35:13
label theme to encompass all of
35:16
this, and we tend to all the time.
35:18
In the context of this book, any
35:20
time you see the word theme. Just
35:22
know that I'm referring to both
35:24
what players are doing and the
35:26
game's overall setting. Constantly
35:29
making the distinction gets
35:31
long-winded and confusing.
35:33
6. Mechanisms How does the
35:35
game work? What mechanisms
35:37
can be intertwined with the theme
35:39
to bring it to life? What
35:42
systems can you combine
35:44
or present in interesting ways?
35:46
What actions do players take on
35:48
a turn? How do players interact with the
35:51
game and each other? The answers to
35:53
these kinds of questions are all subject
35:55
to change, but go ahead and develop
35:57
a framework for how the game plays.
36:00
If you're unsure about something,
36:02
just use a placeholder. For
36:04
example, I've run playtest for games
36:06
I knew would have combat, but
36:08
that system wasn't ready, so I just
36:10
flipped a coin to determine who won
36:12
and then moved on to the next
36:15
phase of the game. There are so many
36:17
options, and it can be hard
36:19
to determine which mechanism to use. I
36:21
mean, there are at least 47 ways you
36:23
could do worker placement. So try a bunch
36:26
of things and see what works best. I
36:28
like to work on one mechanism
36:30
or system at a time and
36:32
then put things together after they
36:34
work individually. For example, I'll work on
36:36
a game's movement system and then
36:39
spend time on the combat system. Once
36:41
those systems work well on their own,
36:43
I'll combine them and figure out how they
36:45
can work together. I find this approach
36:47
to be much easier than trying to
36:49
create everything all at once. Focusing on
36:52
one part of the game at a
36:54
time helps me gain momentum and score
36:56
little victories. which leads to less overwhelm
36:59
and a greater likelihood that I'll finish
37:01
the game overall. Please note that
37:03
the words mechanism and mechanic
37:05
often get interchanged and used
37:07
to mean the same thing, a specific
37:09
process or system that the game
37:11
has for achieving an outcome. For
37:14
example, some people call deck building
37:16
a mechanism, while others call it a
37:18
mechanic. However, for the purpose of this
37:20
book, and based on my own preference,
37:22
mechanism will refer to a
37:24
specific system or process in a game,
37:27
while mechanics will refer to
37:29
all the systems or processes
37:31
working together. 7. Key Moments
37:33
How do you win? How does the game end?
37:35
What are the interesting things
37:37
a player can do on a turn? What
37:39
helps bring the game to a
37:42
satisfying conclusion? The answers
37:44
to these kinds of questions will
37:46
ultimately determine your game's
37:49
overall experience and will
37:51
often alter your choices for
37:53
the game's theme and mechanisms.
37:55
I like to start here and then figure
37:58
out the rest. For example... If
38:00
I know I want the game to end
38:02
with a dramatic stand-up dice roll, I design
38:04
the rest of the game to lead up
38:06
to that moment. Or if I want
38:08
the players to feel a certain emotion as
38:10
they play, I can be more intentional
38:13
with my theme and mechanism choices.
38:15
If I want players to feel like
38:17
they're doing taxes, I'll design a euro
38:19
game with lots of beige. I'm just
38:21
kidding. Mostly. But when you know where
38:23
you want to go, it's much easier to
38:26
figure out how to get there. 8. Sculptor
38:28
or painter or painter. There are
38:30
two types of game designers. Some are
38:32
sculptors who begin with a massive
38:34
chunk of ideas and slowly refine,
38:37
cut, and chisel away at things
38:39
until the game becomes what they
38:41
want. And some are painters, who begin
38:43
with a blank canvas and slowly add
38:45
things to it until the game
38:47
becomes what they want. Neither type is
38:50
better than the other. It just comes down
38:52
to personal preference and sometimes
38:55
changes depending on the project.
38:57
However, realizing I was a sculptor
39:00
made me feel a lot better
39:02
about my personal design process. It's
39:04
kind of like that old quote
39:06
about a smart fish thinking it's
39:08
stupid if it's judged based on its
39:10
ability to climb trees. For a while,
39:12
I thought I was a bad designer
39:14
because all my games started off as
39:16
a big chaotic mess that had to
39:18
be cut down by 75% just to
39:21
be mediocre. Why couldn't I just start with
39:23
a simple mechanism and make a
39:25
game out of it? But after I
39:27
realized I'm a sculptor, and this
39:29
is simply how my design brain
39:31
works, I became a lot more
39:34
confident in my process. So I hope
39:36
figuring out which type you are will bring
39:38
you a bit more confidence as
39:40
well. 9. Document your process.
39:42
Keep detailed records of
39:44
your design process. Document changes
39:47
made, feedback received, and your
39:49
thoughts during development. And
39:52
don't forget to write down why you
39:54
made a change. I can't tell you how
39:56
many times I've come back to a design
39:58
after several months and couldn't remember why certain
40:00
aspects of the game had been altered.
40:03
Then, inevitably, I make the same
40:05
mistakes and waste time that could have
40:07
been saved with a simple note to
40:09
self. If you end up working with a
40:11
developer or publisher, the notes can
40:13
also be super helpful to them and
40:16
explain why certain decisions have
40:18
been made. This could save them time
40:20
and or money and potentially get your
40:22
game on the market faster. Documenting
40:26
your process can also be useful later
40:28
if you decide to create a design
40:30
diary that you share online. People love
40:32
getting a behind-the-scenes look at how
40:34
a game was created, and it
40:36
can be a more compelling way to market
40:38
your game than a social media ad.
40:41
But design diaries are much easier to
40:43
write when you already have notes instead
40:45
of trying to remember everything from the
40:47
last three years. Ten, stay organized and
40:50
patient. No matter how many years of
40:52
experience you have, you have. Game
40:54
design is a process that often
40:57
takes longer than anticipated. Stay organized,
40:59
set deadlines for yourself, and
41:01
be patient. Good games take time to
41:03
develop. So set realistic expectations
41:06
and embrace the process.
41:08
Whenever I start to get frustrated
41:10
or annoyed with how long a game
41:12
is taking, I remind myself that designing
41:14
games is hard, and this is
41:16
what hard feels like. That usually
41:19
helps me refocus and get back
41:21
to work. Eleven, engage with the
41:23
community. Designing games can feel
41:25
isolating, but it works best when you're
41:28
involved in a community. So join
41:30
online communities, find local gaming
41:32
groups, and attend conventions. Engaging
41:35
with gamers and other designers
41:37
can provide support, advice, and
41:39
networking opportunities. Learning from and contributing
41:41
to the community is invaluable
41:43
for a new game designer,
41:45
and helping others is an excellent way
41:48
to figure out solutions to your own
41:50
design challenges. The more you help
41:52
others, the more they want to help
41:54
you and everyone benefits. In a lot of
41:56
industries, the latter climbers end up
41:59
at the top. However, in the board
42:01
game space, it's the latter builders who
42:03
tend to find the most success. If you
42:05
have a Facebook account, I welcome you to
42:07
join the board game design lab community.
42:09
It's the largest group of designers
42:12
on the internet, and it's the
42:14
most helpful and encouraging place you'll
42:16
find. Conclusion Starting your game
42:18
design journey is about laying a
42:20
solid foundation and building upon it
42:23
systematically. By understanding your game's
42:25
vision, knowing its audience, iterating based
42:27
on feedback, and staying engaged with
42:30
the community, you can
42:32
transform your game idea into
42:34
an enjoyable and polished
42:36
final product. What's your best
42:39
advice for how a designer can
42:41
make a fun game? Involve other
42:43
humans all along the way
42:45
and observe them playing with humility
42:48
and empathy. When designing,
42:50
be playful and experiment. Matt
42:53
Leacock. Chapter 3 Protecting
42:55
Your Creativity Why new game
42:57
designers shouldn't fear idea theft?
42:59
For many aspiring designers, the
43:02
fear of someone stealing their game
43:04
ideas can be paralyzing. It's an
43:06
understandable concern. After all, your
43:09
ideas are a product of your
43:11
creativity and hard work. However, this
43:13
fear, while common, is often misplaced
43:15
and can hinder your growth and
43:18
development. In this chapter, we'll explore
43:20
why new game designers should focus
43:22
more on development and less on
43:24
the fear of idea theft. One,
43:27
ideas are just the starting point. The
43:29
first thing to recognize is that
43:31
an idea in isolation is rarely enough
43:34
to make a successful game. The real
43:36
value of game design relies in
43:38
the execution of that idea, how
43:40
it's developed, the mechanisms
43:42
involved, the storytelling, how it
43:45
engages players, the overall experience,
43:47
etc. These elements which
43:49
are unique to each designer's approach
43:52
and style are much harder to
43:54
replicate. That means sharing your idea
43:56
for feedback and improvement is often
43:58
more beneficial than Also, the greatest
44:01
idea in the world, if poorly
44:03
executed, will be a flop. The
44:05
magic is in how the idea gets brought
44:07
to life on the table. Two, the
44:09
board game community values originality.
44:12
The board game community, including
44:14
publishers and fellow designers,
44:17
places a high value on
44:19
originality and creator credit. The
44:21
culture within this community
44:23
often self-polices against
44:25
plagiarism and respects
44:27
intellectual property. The
44:30
industry is also rather small and
44:32
the reputation of a game publisher
44:34
or designer would be severely damaged
44:36
if they were caught stealing, which
44:38
acts as an excellent deterrent. 3.
44:41
Collaboration over competition. In many
44:43
cases sharing your ideas with
44:45
others can lead to collaboration
44:47
which can enhance your game's
44:49
development. Feedback from other designers,
44:51
play testers and potential players
44:54
is invaluable for refining and
44:56
improving your game. Holding
44:58
your idea too close could
45:00
deprive you of these growth
45:02
opportunities and stifle your creativity.
45:05
Plus, it's much easier and
45:07
more beneficial for a publisher
45:09
to license your game than steal
45:12
it. 4. The market is massive. The
45:14
industry is fairly small, but
45:16
the board game market is vast
45:18
and diverse, with room for tons
45:21
of ideas and genres. The likelihood
45:23
of your exact idea being stolen
45:25
and turned into a mass-produced game
45:28
is effectively zero. In most cases,
45:30
similar ideas can coexist in the
45:32
market, each finding its unique audience.
45:34
I think I've seen at least 10 games
45:36
about mushrooms of all things in the last
45:39
year, and many of them have done rather
45:41
well. They all approached the theme from
45:43
a different angle and provided
45:45
different experience. The designers all
45:47
started with a similar premise, but
45:50
the final products were vastly different.
45:53
Five legal protections are limited,
45:55
but you can do some
45:57
things to help. While it's true that
46:00
protecting a game legally is challenging
46:02
as copyright law does not cover
46:04
ideas or mechanisms, there are
46:06
steps you can take to make theft less
46:09
likely. Documenting the development
46:11
process, keeping a design diary, and
46:13
sharing your game's journey online with
46:15
others makes your game less likely
46:17
to be plagiarized since it'll be
46:19
easier to prove it was stolen.
46:21
Also, your written rules do fall under
46:23
copyright. So if someone copy paste
46:25
the rules from your rulebook, you
46:27
can take action. However, in 15
46:30
years of creating games, I've only seen
46:32
this happen twice, and it got
46:34
called out and rectified almost immediately
46:37
both times. I'm not a lawyer, but I
46:39
firmly believe your focus should be on
46:41
creating a great game instead of wasting
46:43
time and money trying to figure out
46:46
how to safeguard your idea. Six, the
46:48
value of sharing and openness. Sharing
46:50
your game's development process
46:52
can lead to community support,
46:55
networking opportunities and even
46:57
potential partnerships. The positive
46:59
effects of being inactive and open
47:01
member of the game design community
47:04
far outweigh the risks of idea theft.
47:06
The initial process of creating a
47:08
game is often very isolating, but
47:10
the quicker you can get it in
47:12
front of others and the more ideas
47:14
and information you can solicit from
47:16
them, the better off your game will be.
47:19
Could someone steal your idea? In theory,
47:21
sure. But designing without the help
47:23
of others almost guarantees your idea won't
47:25
be good enough to be worth selling.
47:28
Conclusion. While the fear of having
47:30
your game idea stolen is natural,
47:32
it's important to understand that
47:34
the path to a successful game
47:37
design is through development, collaboration, and
47:39
community engagement. Focusing on
47:41
these aspects, rather than the
47:43
unlikely event of idea theft, will
47:45
likely lead to a more fruitful
47:47
and enjoyable game design experience. Your
47:50
unique vision and execution
47:52
are your true assets. What's your best
47:54
advice for how a designer can make a
47:56
fun game? Playtest with
47:59
varied groups. always using the
48:01
same players will develop the
48:03
game away from the beginners
48:05
and will threaten to narrow the
48:07
appeal even at the top. Richard
48:09
Garfield Chapter 4 Identifying
48:11
Your Game's Target Audience One
48:14
of the most critical steps
48:16
in designing a board game is
48:18
identifying your target audience. Knowing
48:20
who your game is for helps
48:22
you make informed decisions
48:25
about its design, complexity,
48:27
theme and marketing. This
48:29
chapter will guide you through the
48:31
process of pinpointing your game's intended
48:33
players, an essential factor in
48:35
creating a successful and engaging game.
48:38
1. Define the Player Experience.
48:40
Start by defining the experience you
48:42
want to offer. Is your game
48:44
a fast-paced party game, a deep strategy
48:47
game, or a family-friendly activity?
48:49
The experience you aim
48:51
to create will largely indicate the type
48:53
of audience you should target. For
48:56
example, a complex strategy game
48:58
might appeal to experienced gamers,
49:00
while a light-hearted, easy-to- learn game
49:03
could be more suitable for families
49:05
or casual players. Player experience
49:07
is the best decision filter
49:10
you can have. Once that gets determined,
49:12
everything you do just needs to point
49:14
back to it. If it doesn't point
49:17
back to it effectively, it gets removed.
49:19
2. Consider age range. Age can be
49:21
a significant factor in determining
49:24
your target audience. Games designed
49:26
for children need to be
49:28
simple, with minimal text and
49:30
engaging visuals. On the other
49:32
hand, games for adults can include
49:35
complex rules and mature themes. And
49:37
games for families need to find
49:39
a good mix of complexity to
49:41
keep everyone engaged. Also, always
49:43
specifying age range on your game,
49:46
as this is one of the
49:48
first things potential publishers, players, and
49:50
buyers will look for. Three, analyze
49:52
interest and themes. What themes
49:54
or interests does your game cater
49:56
to? If your game is based around
49:58
a specific themes... such as science
50:01
fiction, historical events, or fantasy, consider
50:03
the fans of these genres. A
50:05
game with a niche theme might
50:07
have a smaller but more dedicated
50:10
audience, while a game with a
50:12
broad appealing theme could attract a
50:14
wider range of players. But as
50:16
I said before, I think it's
50:18
better to really lean into a
50:21
certain audience as preferences, and create
50:23
a game that they love and
50:25
others hate, instead of making something
50:27
that people in general find just
50:30
okay. and forget about in 15
50:32
minutes. Four, determine complexity and length.
50:34
The complexity and playtime of your
50:36
game are crucial in defining your
50:38
audience. Casual gamers usually prefer games
50:41
that are easy to learn and
50:43
can be played in a short
50:45
period, while hardcore gamers are typically
50:47
more inclined towards games that offer
50:50
deeper strategic depth and longer play
50:52
sessions. Assess your game's complexity and
50:54
length, honestly, to target the right
50:56
audience. If your game's playtime doesn't
50:59
line up with your target audience,
51:01
you have to make changes. A
51:03
good game that drags on for
51:05
too long is no longer a
51:07
good game. But too long is
51:10
completely up to the people playing
51:12
it. So make sure the game's
51:14
complexity and length line up with
51:16
your target audience's expectations. 5. Assess
51:19
learning curve and accessibility. Consider how
51:21
easy it is to learn your
51:23
game. A steep learning curve might
51:25
deter casual players. but can be
51:27
appealing to gamers who enjoy a
51:30
challenge. Learning the rules is the
51:32
number one barrier to playing a
51:34
game. So make sure the rulebook
51:36
is as clear and easy to
51:39
absorb as possible. A hard to
51:41
learn rulebook leads to gamers playing
51:43
something else, or just watching Netflix.
51:45
Also, think about the accessibility of
51:48
your game. Does it accommodate players
51:50
with different abilities, eyesight limitations, etc.
51:52
This can broaden or specify your
51:54
audience. 6. Look at
51:56
similar games. Research games that are
51:59
similar to yours and theme mechanism
52:01
or style. Who are their fans?
52:03
Understanding the audience of comparable games
52:05
can give you insights into who
52:08
might enjoy your game and how
52:10
to cater to them. However, be
52:12
cautious not to assume that your
52:14
game will attract the exact same
52:17
audience or sales numbers. And from
52:19
a more philosophical standpoint, never forget
52:21
that comparison is the thief of
52:23
joy. 7. Use play testing feedback.
52:26
Playtesting provides valuable insights into your
52:28
target audience. Notice who enjoys your
52:31
game the most, and ask for
52:33
feedback directly about who the testers
52:35
think would like it. This real-world
52:37
testing can often reveal audience segments
52:39
you hadn't initially considered. Nothing beats
52:42
the type of market research you
52:44
get from people actually playing the
52:46
game. So the sooner you can
52:48
start getting things in front of
52:50
people, the better. 8. Define your
52:52
audience, but remain flexible. While it's
52:55
important to define your target audience,
52:57
stay flexible. Be open to the
52:59
idea that your game might resonate
53:01
with a different group than you
53:03
initially anticipated. Sometimes games find their
53:06
audience organically, and a part of
53:08
the design process is adapting to
53:10
this discovery. I've designed several games
53:12
that were targeted at a certain
53:14
audience, but play testing revealed they
53:16
were a much better fits for
53:19
a totally different group of people.
53:21
When this happens, sometimes it means
53:23
changing the game to be a
53:25
better fit for the originally intended
53:27
audience. Other times it means leaning
53:29
into the unexpected audience's preferences. Either
53:32
path can be successful, but the
53:34
key point is to be intentional
53:36
with who your game is for.
53:38
Conclusion Identifying your target audience is
53:40
a critical part of the game
53:43
design process. It influences many aspects
53:45
of your game, from mechanisms to
53:47
marketing to everything in between. By
53:49
understanding who your game is for,
53:51
you can tailor your design to
53:53
meet their preferences, increasing the chances
53:56
of your game resonating with its
53:58
intended players. But keep in mind
54:00
that the audience might evolve over
54:02
time and be prepared to adapt
54:04
your game to meet the needs
54:07
and expectations of its players. What's
54:09
your best advice for how a
54:11
designer can make a fun game?
54:13
Know your audience. Different games are
54:15
fun for different types of players.
54:17
Knowing the level of mechanics, rules
54:20
and interactions that your target audience
54:22
wants and can handle will help
54:24
craft a game that they find
54:26
fun to play. Chapter
54:29
5 Game Design is Product Design.
54:31
If you want to see your
54:33
game on store shelves, it's essential
54:35
to recognize that game design is
54:37
not just a creative endeavor, but
54:39
also a form of product design.
54:41
Understanding this and what it means
54:44
for your game's overall design, gives
54:46
you a much better chance of
54:48
bringing a game to market and
54:50
ensuring its success. In this chapter,
54:52
we'll dive into why viewing game
54:54
design through the lens of product
54:56
design is beneficial and how it
54:58
can shape your approach to creating
55:01
games. 1. Understanding the market and
55:03
audience. Like any product a board
55:05
game must meet the needs and
55:07
preferences of its target market. This
55:09
requires understanding who the game is
55:11
for, what they enjoy, and what
55:13
gaps exist in the current market.
55:16
By researching trends, player preferences, and
55:18
successful games, you can design a
55:20
game that appeals to a specific
55:22
audience. much like a product designed
55:24
to satisfy a particular consumer need.
55:26
Many designers, including myself, often start
55:28
with what game would I like
55:30
to play, and then try to
55:33
bring it to life. Being the
55:35
target audience makes things a bit
55:37
easier, and the design process feels
55:39
less like a grind. Not a
55:41
whole lot less, especially by the
55:43
end, but every little bit helps.
55:45
However, many starting points are viable,
55:47
and it can even be helpful
55:50
to begin by thinking about the
55:52
audience you have in mind even
55:54
before thinking about the theme, mechanism,
55:56
etc. etc. This is where having
55:58
a specific gamer avatar, as mentioned
56:00
in Chapter 1 of this section,
56:02
can be a guiding light to
56:04
creating a game that is viable
56:07
in the marketplace. 2. Balancing creativity
56:09
and functionality. In product design functionality
56:11
and usability are as important as
56:13
aesthetic appeal. Similarly, a well-designed game
56:15
balances creative elements like themes, story
56:17
and art with functional aspects such
56:19
as rules clarity, mechanisms and playability.
56:22
A game that's visually stunning but
56:24
difficult to play, or vice versa,
56:26
may not resonate with players. There
56:28
are outliers, of course. Sometimes a
56:30
game's rulebook is a mess, or
56:32
it looks a bit ugly set
56:34
up on a table, but it
56:36
still sells a lot of copies
56:39
and finds a fan base. However,
56:41
I've learned to never think or
56:43
assume my game will be an
56:45
outlier. Instead, I assume that I'm
56:47
not going to get lucky at
56:49
all. So I need to make
56:51
sure my game is set up
56:53
for success in every possible way.
56:56
Then, lucky breaks feel like a
56:58
nice bonus instead of being something
57:00
I need to succeed. People buy
57:02
games based on how they look,
57:04
but they play games over and
57:06
over again and recommend them to
57:08
others based on how they play.
57:11
And with thousands of games coming
57:13
out every year, you'll need to
57:15
create a game that appeals to
57:17
consumers on all levels if you
57:19
want to sell more than a
57:21
handful of copies. I realize it
57:23
can be overwhelming to think about
57:25
theme, gameplay, aesthetics, etc. all at
57:28
once. So it can be helpful
57:30
to focus on just one aspect
57:32
at a time. This is also
57:34
why partnering with a good publisher
57:36
can be invaluable, and I'll go
57:38
into more detail about that in
57:40
Section 8. 3. Product Considerations. Product
57:42
designers must consider manufacturing process, materials,
57:45
and costs, and these factors are
57:47
equally vital in game design design.
57:49
The quality of components packaging and
57:51
the overall product value can significantly
57:53
impact the game's marketability and appeal.
57:55
Decisions about the game's components also
57:57
affect its retail price, a crucial
58:00
factor in the minds of potential
58:02
publishers, and ultimately the consumers who
58:04
would be buying the game. Whether
58:06
you plan to pitch to publishers
58:08
or publish the game yourself, having
58:10
at least a general idea about
58:12
how much each component in your
58:14
game costs and designing with those
58:17
costs in mind is extremely important
58:19
when it comes to meeting the
58:21
expectations of your target market. A
58:23
casual game with a $100 price
58:25
tag probably isn't going to do
58:27
very well. Something I find helpful
58:29
is to have a specific box
58:31
size in mind from the very
58:34
beginning of a design. It doesn't
58:36
have to be down to the
58:38
millimeter or anything, but just having
58:40
an idea of how much physical
58:42
space I have to work with
58:44
is super helpful in determining things
58:46
like card count, board size, etc.
58:49
For example, if I'm designing a
58:51
$20 solo game that comes in
58:53
a small box, I know my
58:55
card count maxes out around 100,
58:57
and I have enough room for
58:59
a small number of other components
59:01
like cubes and dice. To get
59:03
a sense of industry norms, take
59:06
a look at the box sizes
59:08
of games on your shelf and
59:10
in stores, and then take note
59:12
of how many components fit in
59:14
there and what the games cost
59:16
is. In the past, most games
59:18
were sold in physical stores. So
59:20
a lot of publishers made their
59:23
game boxes way bigger than they
59:25
needed to be in an attempt
59:27
to stand out better on the
59:29
shelf. However since most games are
59:31
now sold online, most publishers are
59:33
choosing smaller boxes to cut down
59:35
on manufacturing and shipping costs. Speaking
59:38
of shipping costs, that's another thing
59:40
to have in mind when creating
59:42
a game for the marketplace, since
59:44
it's definitely going to be important
59:46
to potential customers. A $20 game
59:48
that costs $15 to ship is
59:50
going to be a hard sell.
59:52
So be aware of not only
59:55
component count, but also component weight.
59:57
A question I often ask is,
59:59
does this component... its cost. If
1:00:01
adding a certain piece or deck
1:00:03
of cards is going to increase
1:00:05
the cost to manufacture and or
1:00:07
ship the game, it has to
1:00:09
increase the game's perceived value in
1:00:12
how it's either played, viewed, or
1:00:14
marketed. And perceived is the key
1:00:16
word here. It's more about the
1:00:18
customer's perceived value than what an
1:00:20
extra component actually means to a
1:00:22
game. For example, the game Everdell
1:00:24
has a massive cardboard tree that
1:00:26
doesn't really do anything other than
1:00:29
hold cards. But the tree makes
1:00:31
the game look incredible and draws
1:00:33
players into the game's theme much
1:00:35
better than just having the cards
1:00:37
spread out on the table. 4.
1:00:39
Production Consideration Just as product designers
1:00:41
prototype, test, and refine their products,
1:00:44
board game designers must do the
1:00:46
same through play testing and product
1:00:48
testing. The play testing process is
1:00:50
about identifying and fixing issues in
1:00:52
gameplay. However, it's equally important to
1:00:54
test the game as an overall
1:00:56
product to ensure it's enjoyable, engaging,
1:00:58
and accessible from the time the
1:01:01
player picks up the box to
1:01:03
the time they put it away.
1:01:05
It's about refining the product, the
1:01:07
game, to create the best experience
1:01:09
possible. I'll go into much greater
1:01:11
detail on gameplay play testing in
1:01:13
Section 4, and it's probably the
1:01:15
most important part of the game
1:01:18
design process. But for now, just
1:01:20
be aware that testing is about
1:01:22
a lot more than balancing mechanisms
1:01:24
and tweaking numbers. How does the
1:01:26
game look on a table? How
1:01:28
does it look in social media
1:01:30
posts? How does it fit in
1:01:33
the box? Is it easy and
1:01:35
intuitive to set up and put
1:01:37
away? Do the colors, cardboard layouts,
1:01:39
fonts, and components create an accessible
1:01:41
experience? Is the rulebook clear with
1:01:43
plenty of examples and graphics? How
1:01:45
hard are the rules to learn
1:01:47
and to teach? Does the box
1:01:50
open easily but stay closed when
1:01:52
you hand it to someone? Are
1:01:54
the components easy to organize inside
1:01:56
the box? Are the tokens easy
1:01:58
to pick up, etc. These are
1:02:00
the kinds of questions to be
1:02:02
asking as players engage with your
1:02:04
game's overall and entire experience.
1:02:07
A great game that fails as a
1:02:09
product is doomed from the start. So make
1:02:11
sure you're testing every aspect of your
1:02:13
game to make it as good as
1:02:15
it can be. And once you have good
1:02:17
data about the overall product, make changes.
1:02:20
Don't let pride or ego get in the
1:02:22
way and hamper your game in the process.
1:02:24
If players are having a hard time
1:02:26
setting the game up, learning the
1:02:29
rules, learning the rules, understanding the
1:02:31
iconography, etc. Don't blame them.
1:02:33
Fix the hang-ups to make things
1:02:35
as smooth as possible. If someone
1:02:37
chooses to play your game over
1:02:40
the near infinite number of other
1:02:42
things they could have chosen, don't
1:02:44
disappoint them, especially with something
1:02:46
that could have been fixed with
1:02:49
a little more work in the
1:02:51
testing stage. 5. Marketing and
1:02:53
branding. In product design,
1:02:55
how a product is marketed and branded
1:02:57
plays a critical role in its success,
1:03:00
and board games are no different. Effective
1:03:02
branding from the game's name to
1:03:04
its visual identity and how it's
1:03:06
positioned in the market can attract
1:03:08
attention and differentiate it
1:03:10
from competitors. Understanding marketing
1:03:12
strategies and channels is crucial
1:03:14
for a game's viability and
1:03:16
success, and this applies to both
1:03:19
publishers and designers. I will go into
1:03:21
more detail about naming a game later
1:03:23
in this section, so for now I
1:03:25
just want to focus on setting your
1:03:27
game up for general marketing success. Even
1:03:30
if you plan to pitch your game to
1:03:32
a publisher, there are still certain things you
1:03:34
can do to help your game have a
1:03:36
better chance in the marketplace, which
1:03:38
will also make it more likely that
1:03:40
your game gets signed by a publisher.
1:03:42
The best thing you can have is a
1:03:44
captivating hook that intrigues people and makes
1:03:47
them eager to learn more. Whether it's
1:03:49
text-based or visual, it should
1:03:51
compel a person to stop and
1:03:53
explore further. For example, the
1:03:55
hook for Syth from Stonemire Games
1:03:58
is, Syth is an engine built Asymmetric
1:04:00
competitive board game set in
1:04:02
an alternate history, 1920s period.
1:04:05
It is a time of farming and
1:04:07
war, broken hearts, and rusted
1:04:09
gears, innovation, and valor. Then
1:04:11
combine that with beautiful classic artwork
1:04:14
that mixes giant mex with
1:04:16
farmers, and it's no wonder
1:04:18
the game has sold over a million
1:04:20
copies. Stonemire takes a
1:04:22
similar approach with best-selling
1:04:24
game viticulture. Old World Tuscany
1:04:27
awaits your winemaking skill
1:04:29
and strategic cunning. You'll plant
1:04:31
vines, harvest grapes, age wines, and
1:04:34
fill merchant orders to create the
1:04:36
greatest winery in Italy. And then
1:04:38
the artwork on the box cover
1:04:40
and product shots reinforces this hook.
1:04:42
Stonemire Games is a great example
1:04:45
of how to build a brand
1:04:47
with provocative hooks and attractive artwork.
1:04:49
Combine that with the games being
1:04:51
genuinely fun to play. and it's no
1:04:54
wonder why the company has become such
1:04:56
a force in the hobby gaming
1:04:58
industry. So what's your game's hook? Does
1:05:00
it describe your game's experience
1:05:02
and gets someone to stop
1:05:04
scrolling and want to learn more? A
1:05:06
good hook opens up a loop in
1:05:09
a potential customer's mind that they have to
1:05:11
learn more about your game in order to
1:05:13
close. Our brains hate open loops. So
1:05:15
what loops are being opened by
1:05:17
your game's tagline? Box
1:05:19
art, component images, mechanisms,
1:05:21
mechanisms, etc. The better you open
1:05:23
the loop, the more attention you'll get.
1:05:26
The better you close the loop, the more
1:05:28
sales you'll get. 6. Regulatory
1:05:30
Compliance and Safety All products sold
1:05:32
on the open market must adhere
1:05:34
to safety standards and regulations. And
1:05:37
this is true for board games
1:05:39
as well. Ensuring that your game
1:05:41
complies with safety standards, especially
1:05:43
if it's intended for children,
1:05:46
is an important aspect of the
1:05:48
design process. This includes using
1:05:50
non-toxic materials. and ensuring that small
1:05:52
parts are not a choking hazard.
1:05:55
This is something a publisher takes care of
1:05:57
at the factory level by paying for product
1:05:59
safe testing, and the paperwork is
1:06:02
required to accompany large shipments
1:06:04
when games are clearing customs.
1:06:06
If you're licensing your game to
1:06:08
a publisher, this isn't something you need
1:06:10
to worry about. But if you're publishing
1:06:12
a game, talk to your manufacturer
1:06:15
about their process and costs. Not
1:06:17
having the proper paperwork can cause
1:06:19
long and costly delays when importing
1:06:21
games. However, at the designer level,
1:06:23
if you want to create
1:06:26
anything that uses nonstandard components...
1:06:28
make sure to do some research on
1:06:30
the feasibility from a production level before
1:06:32
you travel too far down that design
1:06:35
path. For example, a game that
1:06:37
utilizes smell or taste could have
1:06:39
some regulatory and safety issues
1:06:41
depending on the country. Also a game
1:06:44
with custom plastic components
1:06:46
might also have issues depending on
1:06:48
how breakable it is, the target audience,
1:06:50
the materials used to create it,
1:06:52
etc. The main thing is to understand
1:06:54
the possible issues you could run into,
1:06:57
and to make sure you're checking all
1:06:59
the necessary boxes. Conclusion. Approaching
1:07:01
game design as product design offers
1:07:03
a helpful framework for creating games
1:07:06
that are not only creatively fulfilling,
1:07:08
but also market-ready and appealing to
1:07:10
your target audience. It involves a
1:07:12
balance of artistic vision with
1:07:15
practical considerations for functionality,
1:07:17
production, marketing, and user
1:07:19
experience. By understanding and
1:07:21
embracing these aspects, you can increase
1:07:24
your chances of creating a successful
1:07:26
game. that resonates with players and
1:07:28
thrives in a competitive market. Realizing
1:07:30
I was just as much a product
1:07:32
designer as I am a game designer
1:07:35
was a huge shift in my thinking
1:07:37
several years ago. And it was one
1:07:39
of the main ways I leveled up
1:07:41
my ability not only to find the
1:07:43
fun, but also to be able to
1:07:45
effectively share it with others. I hope
1:07:47
a similar realization will help you just
1:07:49
as much. What's your best advice for how
1:07:51
a designer can make a fun game? Be
1:07:54
very clear about the story you wish to
1:07:56
tell and try to ensure that the
1:07:58
mechanisms you apply Why serve that
1:08:01
story? Martin Wallace Chapter 6 Embracing
1:08:03
Simplicity When first getting started it's
1:08:05
natural for designers to be filled
1:08:08
with ambitious ideas. However, one of
1:08:10
the key principles in game design
1:08:13
is to start simple. Creating the
1:08:15
simplest version of your game before
1:08:17
adding complexity can lead to a
1:08:20
more refined and ultimately successful game.
1:08:22
This chapter explores why beginning with
1:08:24
simplicity is a winning strategy in
1:08:27
game design. One, clarifying core mechanisms.
1:08:29
Starting simple allows you to focus
1:08:31
on and refine your game's core
1:08:34
mechanisms, and it's essential to establish
1:08:36
what makes your game unique and
1:08:39
enjoyable before adding additional layers. This
1:08:41
approach ensures that the foundation of
1:08:43
your game is solid and that
1:08:46
every added element has a purpose
1:08:48
and enhances the core experience. identifying
1:08:50
and solving problems. A simpler version
1:08:53
of your game makes it easier
1:08:55
to identify and address issues. Complexity
1:08:57
can mask underlying problems, making them
1:09:00
harder to spot and fix. By
1:09:02
starting with a basic prototype, you
1:09:05
can quickly see what works and
1:09:07
what doesn't, allowing for more efficient
1:09:09
troubleshooting and refinement. 3. Streamlining the
1:09:12
learning curve. Board games need to
1:09:14
be accessible and easy to learn.
1:09:16
especially for newer players. A game
1:09:19
that is too complex from the
1:09:21
outset can be daunting and off-putting.
1:09:24
By starting simply, you can create
1:09:26
a more approachable learning curve, gradually
1:09:28
introducing players to the game's mechanisms
1:09:31
and strategic depth. Four, facilitating more
1:09:33
productive play testing. Simpler games are
1:09:35
easier for play testers to understand
1:09:38
and provide feedback on. This leads
1:09:40
to more effective play testing sessions
1:09:42
as testers can focus on the
1:09:45
core gameplay. rather than getting lost
1:09:47
in complicated rules or mechanism. Early
1:09:50
play tests should be about gauging
1:09:52
the game's fundamental appeal, not managing
1:09:54
its intricacies. 5. Reducing development time
1:09:57
and cost. Developing the simplest version
1:09:59
of your game, first, can significantly
1:10:01
reduce both time and cost. Complexity
1:10:04
adds layers of development, testing, and
1:10:06
production cost. By building a simple
1:10:08
prototype, you can iterate faster and
1:10:11
more economically. allowing for a more
1:10:13
agile and flexible design process. Six,
1:10:16
creating space for organic growth. Often
1:10:18
the best features of a game
1:10:20
arise organically during the development process.
1:10:23
Starting with a simple foundation provides
1:10:25
the space for such organic growth.
1:10:27
And as you play test and
1:10:30
iterate, you'll naturally find opportunities to
1:10:32
add complexity and depth where it
1:10:34
feels necessary and beneficial. Seven. Ensuring
1:10:37
coherence and balance. A simpler game
1:10:39
is easier to balance and keep
1:10:42
coherent. As you add complexity, it's
1:10:44
vital to maintain the game's balance
1:10:46
and ensure that all elements work
1:10:49
harmoniously together. Starting simple gives you
1:10:51
a clear overview, making it easier
1:10:53
to maintain this balance as you
1:10:56
gradually add new components or rules.
1:10:58
8. Appreciating the power of elegance.
1:11:01
There's a beauty in simplicity and
1:11:03
elegance in design. Some of the
1:11:05
most beloved and enduring games are
1:11:08
those with straightforward, elegant mechanisms that
1:11:10
provide depth and replayability. By aiming
1:11:12
for simplicity, you're striving for an
1:11:15
elegance that can make your game
1:11:17
both accessible and captivating. Conclusion. Starting
1:11:19
with the simplest version of your
1:11:22
game is not about limiting creativity.
1:11:24
It's about building a strong foundation
1:11:27
upon which complexity can be meaningfully
1:11:29
added. It allows for a focused,
1:11:31
efficient, efficient, and player-friendly development process.
1:11:34
As a new designer embracing simplicity
1:11:36
can be your greatest ally in
1:11:38
creating a game. that is enjoyable,
1:11:41
engaging, and ready for success. Most
1:11:43
designers start out trying to create
1:11:45
their magnum opus and then get
1:11:48
frustrated when they can't make it
1:11:50
work. For some this frustration leads
1:11:53
to walking away from game design
1:11:55
forever. However, if those designers had
1:11:57
started small and tried to create
1:12:00
a simple game with fewer concepts,
1:12:02
they would have had a much
1:12:04
easier time bringing a game to
1:12:07
life. Also, a few early wins
1:12:09
do a great job of building
1:12:11
confidence and momentum which can propel
1:12:14
you even further down the design
1:12:16
path. What's your best advice for
1:12:19
how a designer can make a
1:12:21
fun game? Design with the player
1:12:23
in mind. Watch people's first reactions
1:12:26
to the game and be honest
1:12:28
about what you see. If someone
1:12:30
has a hard time getting it
1:12:33
or expects things that aren't there,
1:12:35
that's not a problem with them.
1:12:38
It's a problem with the game.
1:12:40
James Ernest. Chapter 7 Creating a
1:12:42
minimum viable product. For aspiring gamers,
1:12:45
starting a new project can be
1:12:47
an exhilarating yet daunting experience. One
1:12:49
of the biggest challenges is avoiding
1:12:52
the trap of overcomplicating things. This
1:12:54
chapter dives into the concept of
1:12:56
a minimum viable product, or MVP,
1:12:59
and explains how it can be
1:13:01
a game changer in transforming your
1:13:04
grand ideas into playable prototypes. One,
1:13:06
understanding minimum viable product. An MVP
1:13:08
is essentially the most basic version
1:13:11
of your game idea. It strips
1:13:13
your grand vision down to its
1:13:15
core focusing on a single fundamental
1:13:18
aspect. For instance, if you dream
1:13:20
of designing an expansive, space-themed game
1:13:22
featuring intricate ship-to-ship combat, your MVP
1:13:25
might just be the core dice-rolling
1:13:27
combat mechanism. Similarly, for a Euro-style
1:13:30
farming game, it could be the
1:13:32
basic resource collection system. Basically break
1:13:34
the game down into smaller parts
1:13:37
and systems. and then focus on
1:13:39
those one at a time. time
1:13:41
as you slowly bring the whole
1:13:44
thing together. It can sometimes feel
1:13:46
a bit tedious, but it makes
1:13:49
the design process much more manageable.
1:13:51
2. The power of starting small.
1:13:53
Starting with an MVP approach has
1:13:56
several advantages. Simplicity of focus. Concentrating
1:13:58
on a single aspect of your
1:14:00
game reduces complexity and helps maintain
1:14:03
your focus. Early fun testing. It
1:14:05
enables you to assess the fun
1:14:07
factor of your concept early in
1:14:10
the development process. Saving you time
1:14:12
and effort in the long run.
1:14:15
Building momentum. Completing a small manageable
1:14:17
part of your game can give
1:14:19
you a sense of achievement and
1:14:22
the motivation to tackle the next
1:14:24
component. Easy to pivot. It makes
1:14:26
it easier to try different mechanisms
1:14:29
to see which ones fit best
1:14:31
and to find out if this
1:14:33
is actually a game you want
1:14:36
to pursue to completion. I use
1:14:38
and recommend a modular approach to
1:14:41
game design that breaks the game
1:14:43
down into distinct systems or modules.
1:14:45
Start perhaps with the movement system,
1:14:48
followed by the combat mechanics, and
1:14:50
then the resource management mechanism. This
1:14:52
method allows you to playtest and
1:14:55
refine each element individually before integrating
1:14:57
them into a cohesive whole. Each
1:14:59
one has to stand on its
1:15:02
own and be fun before it
1:15:04
gets combined with the other systems.
1:15:07
and each one gets the focus
1:15:09
it deserves. It also frees me
1:15:11
up to experiment and try out
1:15:14
different mechanisms to see which ones
1:15:16
fit the theme and overall experience
1:15:18
best. Should the game have a
1:15:21
rondle for its action selection? Let's
1:15:23
try it real quick. Maybe an
1:15:26
element of area control needs to
1:15:28
be involved with how workers are
1:15:30
placed. Draw it on some note
1:15:33
cards and see what happens. It's
1:15:35
like building with Lego. You can
1:15:37
switch out any blocks you want.
1:15:40
and piece things together as you
1:15:42
see fit. And if you build
1:15:44
something that later doesn't quite work...
1:15:47
just leave it put together to
1:15:49
possibly use in a future game.
1:15:52
After years of doing this, I
1:15:54
have a ton of systems that
1:15:56
I really like that ended up
1:15:59
being cut out of a game
1:16:01
for various reasons. However, this means
1:16:03
I also have a library of
1:16:06
systems that can be integrated into
1:16:08
future games. And that's been one
1:16:10
of the main reasons my design
1:16:13
process has sped up over the
1:16:15
years. Nothing is ever wasted. Four,
1:16:18
iterative process and small victories. Designing
1:16:20
a game is an iterative process,
1:16:22
and your primary goal in the
1:16:25
early stages should be creation rather
1:16:27
than perfection. Small victories in developing
1:16:29
individual modules can provide a significant
1:16:32
boost, propelling you forward in your
1:16:34
design journey. I find that designing
1:16:37
this way is a lot easier
1:16:39
to manage, as I don't feel
1:16:41
overwhelmed by the work involved. I'm
1:16:44
not trying to design a game.
1:16:46
I'm simply figuring out how one
1:16:48
small aspect of the game needs
1:16:51
to work. and that's a lot
1:16:53
easier to write my mind around,
1:16:55
prototype, and play test. Then each
1:16:58
completed module gets me one step
1:17:00
closer to realizing my overall vision.
1:17:03
But never underestimate the power of
1:17:05
a little momentum. One small victory
1:17:07
can be the tipping point you
1:17:10
need to ultimately bring a game
1:17:12
to life. Perfection is procrastination masquerading
1:17:14
as quality control. Chris Williamson. Transitioning
1:17:17
to play testing. One of the
1:17:19
fundamental truths in board game design
1:17:21
is that you cannot play test
1:17:24
an idea. You need a tangible,
1:17:26
playable version of your game, however
1:17:29
rudimentary. This is where your MVP
1:17:31
comes into play. It allows you
1:17:33
to get something physical on the
1:17:36
table, something you can actually interact
1:17:38
with and test. This step is
1:17:40
crucial in determining whether your game
1:17:43
concept has the potential to captivate
1:17:45
and engage players. A lot of
1:17:47
my games start off as a
1:17:50
few dice, some bits of paper,
1:17:52
and a note card. Just... Anything
1:17:55
that I can move around on
1:17:57
a table to get a sense
1:17:59
of how the game could work.
1:18:02
And if I can make something
1:18:04
fun and interesting out of those
1:18:06
simple components, I know I can
1:18:09
scale it up. Conclusion. Adopting the
1:18:11
MVP philosophy in your design process
1:18:14
is about embracing simplicity and taking
1:18:16
pragmatic steps. It's about breaking down
1:18:18
your grand vision into manageable, testable
1:18:21
pieces that gradually come together to
1:18:23
form a more complex whole. Whether
1:18:25
you're a seasoned designer or just
1:18:28
starting out, the MPP approach can
1:18:30
streamline your design process, keep you
1:18:32
focused, and provide much-needed clarity and
1:18:35
direction. Remember, the goal is not
1:18:37
to create the perfect game right
1:18:40
out of the gate, but to
1:18:42
develop a functional prototype that you
1:18:44
can refine and improve upon. So
1:18:47
take that big idea, distill it
1:18:49
down to its essence, and start
1:18:51
the exciting journey of bringing your
1:18:54
game to life one piece at
1:18:56
a time. Chapter
1:18:59
8 Overcoming Designers Block Strategies to
1:19:01
Get Unstalk Every game designer at
1:19:03
some point encounters the dreaded designers
1:19:05
block. It's an all-too-common part of
1:19:07
the creative process, often striking when
1:19:10
you least expected. You might be
1:19:12
progressing well with your design when
1:19:14
suddenly you hit a wall. An
1:19:16
obstacle appears that seems insurmountable. But
1:19:18
fear not, there are several strategies
1:19:21
to help you navigate through these
1:19:23
challenging moments. One, accepting the inevitable.
1:19:25
Firstly, it's important to recognize that
1:19:27
designers block is normal. Many of
1:19:29
the best games we know today
1:19:31
faced similar roadblocks during their development,
1:19:34
and understanding that this is a
1:19:36
typical part of the process can
1:19:38
alleviate some of the frustration. Designing
1:19:40
games is hard, and when you
1:19:42
run into problems you don't know
1:19:45
how to solve, that's just what
1:19:47
hard feels like. Unfortunately a lot
1:19:49
of people hit low points in
1:19:51
their design journey and assume creating
1:19:53
games isn't for them. However it's
1:19:55
really just... of the price of
1:19:58
admission that everyone has to pay
1:20:00
no matter who they are. Accepting
1:20:02
this and knowing deep down that
1:20:04
every problem is figure outable with
1:20:06
enough time, effort, and question asking
1:20:09
helped me to stick with game
1:20:11
design in spite of the roadblocks
1:20:13
I ran into. Some games took
1:20:15
years to bring to life. Some
1:20:17
games require me to find a
1:20:19
co-designer or developer, and some games
1:20:22
are still on the shelf of
1:20:24
not quite sure what to do
1:20:26
next. But after doing this for
1:20:28
over 15 years, I know beyond
1:20:30
all doubt that every hole can
1:20:33
be climbed out of, and I
1:20:35
firmly believe the same is true
1:20:37
for you. Two, taking a break.
1:20:39
When you find yourself stuck, one
1:20:41
of the most effective strategies is
1:20:43
to take a step back, allowing
1:20:46
your brain some time to rest
1:20:48
and recharge. During this period, do
1:20:50
the following. A. Play other games.
1:20:52
Engaging with other games can be
1:20:54
incredibly insightful. observing how different designers
1:20:57
tackle similar problems can often spark
1:20:59
the solution you need or give
1:21:01
you an idea on a totally
1:21:03
different approach. Alternatively, if you're not
1:21:05
able to play as many other
1:21:07
games as you like, you can
1:21:10
also absorb game-related media. Read design
1:21:12
diaries, watch review videos, and play-throughs,
1:21:14
listen to podcasts. Anything that might
1:21:16
offer insight into how other designers
1:21:18
think and overcome their own challenges.
1:21:21
B. shift your focus. Sometimes the
1:21:23
best way to solve a problem
1:21:25
in one project is to divert
1:21:27
your attention to another. Working on
1:21:29
a different game can provide a
1:21:31
fresh perspective and inadvertently lead to
1:21:34
a breakthrough in your original design.
1:21:36
I typically have three main designs
1:21:38
going at one time and then
1:21:40
a few more secondary ideas that
1:21:42
I'm just playing around with. Being
1:21:45
able to jump back and forth
1:21:47
between projects keeps my mind fresh
1:21:49
and my creative juices flowing. This
1:21:51
doesn't work for everyone. and some
1:21:53
people really need to focus on
1:21:55
only one game at a time.
1:21:58
But it's definitely a strategy. you
1:22:00
worth trying. Three, embrace the learning
1:22:02
curve. Recognize that sometimes the
1:22:04
issue might stem from a gap
1:22:07
in your current design skills. Game
1:22:09
design, like any art form, requires
1:22:11
time, practice, and patience to master.
1:22:14
It's common to be able to
1:22:16
identify what makes a great game
1:22:18
long before you have the skills
1:22:21
to create one yourself. This is
1:22:23
especially true when you're just
1:22:25
starting out. You simply don't have
1:22:27
the experience, tool set, or frame
1:22:29
of reference necessary to overcome a
1:22:32
lot of design problems you run into.
1:22:34
But why would you? When someone starts to
1:22:36
learn a sport, you don't throw them
1:22:38
into a game situation and expect
1:22:40
success. Instead, you start with the
1:22:43
basics, the general rules and basic
1:22:45
skills, and then slowly move toward
1:22:47
playing at full speed in an actual
1:22:49
game. When you're getting started in
1:22:51
game design, expecting to be
1:22:54
able to create a fully complete and
1:22:56
fun experience is like putting
1:22:58
a child in an adult league
1:23:00
basketball game and expecting things to go
1:23:02
well. So cut yourself some slack.
1:23:04
Anything worth doing takes time to learn how
1:23:07
to do well and creative fields
1:23:09
like game design take a lifetime to
1:23:11
master. But if you commit to the process
1:23:13
of learning and growing, over time you'll
1:23:16
surprise yourself in how much you
1:23:18
start to understand the nuances of
1:23:20
theme, mechanisms, player experience,
1:23:22
and everything else involved
1:23:25
in the craft. Conclusion. Designers
1:23:27
block is an inevitable part
1:23:29
of the game design journey. But with
1:23:31
the right approach it can be overcome.
1:23:33
Whether it's taking a break to play
1:23:36
other games, shifting focus to a
1:23:38
different project, or simply acknowledging
1:23:40
your current skill level and
1:23:43
persisting despite the challenges, there
1:23:45
are ways to move forward. Embrace
1:23:47
each block as an opportunity to grow.
1:23:49
And remember that persistence is a
1:23:51
key ingredient in the recipe for success
1:23:54
in game design. The journey to becoming a
1:23:56
great designer is paved with projects that never
1:23:58
see the light of day. day. But remember,
1:24:01
most people don't achieve greatness
1:24:03
in their field overnight. It's
1:24:05
the result of relentless perseverance,
1:24:08
numerous failed attempts, and
1:24:10
the courage to continue despite
1:24:12
setbacks. So when faced with designers
1:24:14
block, keep pushing forward. The
1:24:16
greatest writers, artists, designers, etc.
1:24:19
only got to that point
1:24:21
because they created a bunch
1:24:23
of art that ended up in
1:24:25
the trash, and they kept going. So
1:24:27
I encourage you to do the same. Keep
1:24:29
designing, keep learning, and
1:24:31
above all, keep playing. Chapter
1:24:34
9. Crafting the Perfect Name.
1:24:36
A Guide to naming your Game.
1:24:38
The name of your game is more
1:24:40
than just a label. It's the
1:24:42
first impression and a vital
1:24:45
marketing tool. A well-chosen
1:24:47
name can intrigue, entice,
1:24:49
and inform potential players.
1:24:51
For both new designers
1:24:54
and seasoned-seasoned vets, naming
1:24:56
a daunting task. but
1:24:59
it's an important part of the
1:25:01
design process. So this chapter
1:25:03
provides some ideas on how to name
1:25:05
your game effectively. One, reflect
1:25:07
the theme. One option is for the
1:25:10
title to reflect the game's theme. It
1:25:12
should give players a hint of what
1:25:14
to expect when they open the box.
1:25:16
If your game is about building empires
1:25:18
in ancient times, the name should
1:25:21
evoke that era and activity. A
1:25:23
name that aligns well with the
1:25:25
game's content. can create intrigue
1:25:27
and set the right expectations.
1:25:29
Games like Sherlock Holmes, Consulting
1:25:32
Detective, Pandemic, Terrorforming Mars, and
1:25:34
Great Western Trail tell you
1:25:36
exactly what the theme is
1:25:38
in the title. And when that
1:25:41
gets coupled with the thematic artwork,
1:25:43
players know exactly what they're
1:25:45
getting into before they even open
1:25:47
the box. Two, reflect the core
1:25:50
mechanism. A similar option is to
1:25:52
put a nod to the game's core
1:25:54
mechanism in either the main title or
1:25:56
subtitle. This could be a great way to
1:25:58
clarify what type of... game it is, and make
1:26:01
sure you're appealing to the intended
1:26:03
audience. Many games also include
1:26:05
stylized components in the box
1:26:07
art to reinforce this. For
1:26:09
example, Roll for the Galaxy has
1:26:11
roll in the title and several sci-fi-themed
1:26:14
dice on the cover to suggest you're
1:26:16
going to be rolling lots of dice.
1:26:18
Arkham Horror, the card game and
1:26:21
Star Wars X-Wing miniatures game, use
1:26:23
their subtitles to clarify what kinds
1:26:25
of games they are. and Flickhamup's
1:26:27
title lets you know it's a
1:26:30
dexterity game based on flicking. 3. Keep
1:26:32
it short and memorable. A
1:26:34
good game name is usually short
1:26:36
and memorable. Long or complex names
1:26:39
can be difficult to remember or
1:26:41
pronounce, which might put potential
1:26:43
players off. Aim for brevity and
1:26:46
impact. A concise name is also
1:26:48
easier to brand and promote. Even
1:26:50
a short, made-up word can work
1:26:52
really well. Take Catan, for
1:26:54
example. Other examples include
1:26:56
Ark Nova, Azul, Seven Wonders,
1:26:59
Nemesis, and Saith. 4. Consider
1:27:01
uniqueness and originality. Check that
1:27:03
your game's name isn't already
1:27:06
in use. A unique name helps
1:27:08
your game stand out in a
1:27:10
crowded market and avoids
1:27:12
confusion. Additionally, avoid names that
1:27:14
are too generic, as they
1:27:16
can get lost among similar
1:27:19
titles. Originality can also make
1:27:21
your game more searchable online, on
1:27:23
retail sites. and board game geek.
1:27:25
For example, Wingspan is a
1:27:28
game about birds, but the creator
1:27:30
chose to use a rarely used
1:27:32
term related to birds instead of
1:27:34
calling it something more obvious, like
1:27:36
bird watching. 5. Test for clarity
1:27:39
and pronunciation. Your game's
1:27:41
name should be easy to pronounce
1:27:43
and understand. Avoid words that
1:27:45
might be confusing or hard to
1:27:48
spell. Test the name with friends,
1:27:50
family, or gaming groups. to ensure
1:27:52
it's clear and easy to communicate.
1:27:55
This also applies to terms inside the
1:27:57
game, when people can't pronounce an
1:27:59
alien in a sci-fi game, they just call
1:28:01
it the purple one, which doesn't help
1:28:04
with immersion. Six, think about
1:28:06
cultural sensitivity. Be mindful
1:28:08
of cultural sensitivities
1:28:10
when naming your game. Avoid names that
1:28:12
could be offensive or inappropriate in
1:28:15
different cultures. A name that
1:28:17
is respectful and inclusive can
1:28:19
broaden your game's appeal to a
1:28:21
global audience. Also, be aware that
1:28:23
words can mean completely different
1:28:25
things in other countries or
1:28:27
regions. I once suggested a town and
1:28:30
a game should be called Slagboro.
1:28:32
The game had a robot and metal
1:28:34
theme. The artist I was talking
1:28:36
to burst out laughing and let me
1:28:38
know that in the United Kingdom where
1:28:40
he was from, Slag had a
1:28:43
bit different definition than the one
1:28:45
I was used to in Alabama. 7.
1:28:47
Check for trademarks and
1:28:49
domain availability. Before finalizing
1:28:52
your game's name, check for existing
1:28:54
trademarks to avoid legal issues.
1:28:57
Also, consider the
1:28:59
availability of relevant
1:29:01
domain names for your
1:29:03
game's website. A matching
1:29:05
domain name can be an
1:29:08
asset for online marketing
1:29:10
and branding. The easiest
1:29:12
thing to do is search for the
1:29:14
title in Board Game Geeks
1:29:17
Database and see if
1:29:19
anything pops up. 8. Evoke Emotions
1:29:22
or Curiosity. or an
1:29:24
emotional response can really
1:29:26
draw players in. Think about
1:29:28
the feelings you want to
1:29:30
evoke, excitement, mystery, adventure,
1:29:33
joy, and see how your name can
1:29:35
reflect these. A few examples
1:29:37
are, so you've been eaten, final
1:29:40
girl, mansions of madness,
1:29:42
and flashpoint, fire rescue.
1:29:44
Nine, play with words. Don't be
1:29:46
afraid to get creative by
1:29:48
playing with words using puns
1:29:51
or creating new words. A
1:29:53
clever play on words can make
1:29:55
your game's name stand out and
1:29:57
be memorable. However, ensure the word
1:30:00
aligns with your game's theme and
1:30:02
is easy to understand. Some good
1:30:04
examples are dead of winter. This
1:30:06
town ain't big enough for the two to
1:30:08
four of us. Role player and broom
1:30:11
service. 10. Flexibility for
1:30:13
Future Expansion If you plan
1:30:15
to create expansions for your game,
1:30:17
consider a name that allows for
1:30:20
flexibility. A name that lends itself
1:30:22
to thematic variations can
1:30:24
be beneficial for branding
1:30:27
future expansions. The game Russian
1:30:29
Railroads is about constructing railroads
1:30:32
in Russia. That worked pretty
1:30:34
well until they decided to
1:30:36
create an expansion set in
1:30:39
Germany. It's called Russian Railroads,
1:30:41
German Railroads, which sounds kind
1:30:43
of silly. 11. When in doubt, just
1:30:45
name it a location. One of the
1:30:48
most popular game name conventions
1:30:50
is to simply use the main
1:30:52
location as the title. This applies
1:30:55
to both real-life places and
1:30:57
ones that are completely made
1:30:59
up. This method isn't quite as
1:31:01
creative as others, but it definitely
1:31:04
works. Carcazon, on Mars,
1:31:06
Puerto Rico, Everdell, Glume Haven,
1:31:08
and Earth are good examples.
1:31:11
Conclusion. Naming your game
1:31:13
is a creative and strategic process.
1:31:15
The right name can capture
1:31:17
the essence of your game, attract
1:31:19
players, and help with marketing. So
1:31:22
take your time to brainstorm, test,
1:31:24
and refine your game's title.
1:31:26
Remember, a well-chosen name not
1:31:28
only labels your game, but also
1:31:31
becomes a key part of its
1:31:33
identity and success. What's your best
1:31:35
advice for how a designer can make
1:31:37
a fun game? In game design, there's
1:31:39
way too much talk about
1:31:41
iteration and test groups and
1:31:43
metrics and objectivity, and not
1:31:46
nearly enough about love. If you truly
1:31:48
love a game and you share it with
1:31:50
others, and they love it too, there's
1:31:52
a decent chance a wider audience
1:31:54
will also. Alf
1:31:56
Seagert
1:31:58
Chapter Again, designing
1:32:00
games for everyone, the
1:32:03
importance of accessibility. Board
1:32:05
games are more than just
1:32:07
entertainment. They are a way for people to
1:32:09
connect, learn, and engage with each
1:32:11
other in a shared space of fun
1:32:13
and challenge. However, not all games are
1:32:16
accessible to everyone, which can
1:32:18
exclude potential players due to
1:32:21
physical, sensory, or cognitive barriers.
1:32:23
Designing with accessibility in
1:32:25
mind is not just an act
1:32:28
of inclusivity. It's an essential approach
1:32:30
to embracing the diverse community of
1:32:32
players around the world and getting
1:32:34
the game on as many tables
1:32:36
as possible. 1. The Need for Accessibility
1:32:39
in Board Games In this context
1:32:41
accessibility refers to
1:32:43
the ability of the game
1:32:45
to be played by people
1:32:47
with various disabilities, including visual
1:32:50
impairments, color blindness, hearing impairments,
1:32:52
physical disabilities, and cognitive impairments.
1:32:55
Many board games feature
1:32:57
small text. Color-coded pieces
1:32:59
that are indistinguishable for
1:33:01
color blind players, or complex
1:33:03
rules that can be daunting for
1:33:05
players with cognitive challenges. By
1:33:08
addressing these issues you can
1:33:10
create games that are more inclusive
1:33:12
and more marketable. 2. Benefits
1:33:14
of accessible design. Broader
1:33:16
Audience Reach. Accessible games
1:33:18
can reach a larger audience. This
1:33:20
inclusivity can lead to
1:33:23
higher sales and a more robust
1:33:25
gaming community. enhanced gameplay
1:33:27
experience. Games designed with
1:33:30
accessibility in mind often result
1:33:32
in a better experience for
1:33:34
all players. Simplified and clear
1:33:36
rules, high contrast game pieces,
1:33:39
and versatile gameplay options can
1:33:41
improve the game for everyone,
1:33:43
not just those with specific
1:33:45
needs. Social inclusion. Board
1:33:47
games are a social activity, and
1:33:49
making them accessible means more
1:33:51
people can participate in the
1:33:53
fun. This inclusion fosters community
1:33:56
and brings diverse groups of
1:33:58
people together. 3.
1:34:00
Creating accessible game experiences.
1:34:03
Some key areas of accessibility
1:34:05
include visual accessibility.
1:34:07
Implement high-contrast colors,
1:34:10
legible fonts, and avoid reliance
1:34:12
on color as the sole
1:34:14
game element. Good examples are games
1:34:16
like Quirkle and Fantastic
1:34:18
Factories that are double-coded
1:34:20
to provide extra levels
1:34:22
of information beyond color
1:34:24
to differentiate game components.
1:34:26
Games that provide dual-layered boards, can
1:34:29
also be helpful to know
1:34:31
exactly where to place game
1:34:33
pieces. Auditory accessibility.
1:34:35
For audio-dependent games
1:34:37
provide alternatives like visual
1:34:39
or tactile options. Visually
1:34:41
focused games such as the
1:34:44
mind enhance accessibility as they
1:34:46
don't rely on sound. Physical
1:34:48
accessibility. Design components
1:34:50
that are easy to manipulate, like
1:34:53
larger cards or titles, to
1:34:55
accommodate those with motor skill
1:34:57
challenges. Cooperative games like
1:34:59
Pandemic that encourage group participation
1:35:02
can be more inclusive for
1:35:04
players with physical disabilities.
1:35:07
Cognitive Accessibility Simplify
1:35:09
rules or offer rule variations
1:35:12
for different cognitive abilities.
1:35:14
Games with straightforward objectives like
1:35:16
Ticket to Ride can be
1:35:18
more inclusive. Four, practical steps
1:35:21
for designing accessible board
1:35:23
games. Consult accessibility guidelines.
1:35:26
utilize resources like the Color
1:35:29
Blind Awareness Organization and Meeple
1:35:31
like us to understand common
1:35:33
issues and solutions. You can also
1:35:35
upload images to online simulators
1:35:38
like Cobless to test your
1:35:40
cards, boards, etc. for color
1:35:42
blindness accessibility. Involve testers with
1:35:45
disabilities. During the development
1:35:47
process include testers who have
1:35:49
disabilities to provide feedback on
1:35:52
the game's accessibility. Their first-hand
1:35:54
experience is inevitable in identifying obstacles
1:35:56
that might not be evident to
1:35:58
someone without those disabilities.
1:36:01
Use symbols and textures.
1:36:03
Incorporate symbols or patterns
1:36:05
along with colors and if possible
1:36:07
use different textures, shapes, or
1:36:09
sizes for game pieces to help
1:36:11
players distinguish them by touch.
1:36:14
Consider font size and contrast.
1:36:16
Ensure that all text is
1:36:18
legible with a suitable font size
1:36:20
and high contrast against the
1:36:22
background to help both the
1:36:24
visually impaired and those playing
1:36:26
in low light situations. Simplify
1:36:29
and clarify rules. Write rules that
1:36:31
are easy to understand and
1:36:33
remember. Include player aids or
1:36:35
quick reference cards for core rules.
1:36:37
And make sure to have enough for
1:36:39
each person at the table. Also in
1:36:41
your rulebook, include lots of
1:36:44
examples and possibly a glossary
1:36:46
of terms. Conclusion. Designing
1:36:48
with accessibility in mind
1:36:50
allows you to not only foster
1:36:53
inclusivity, but also innovate in game
1:36:55
design. Ultimately, the goal is
1:36:57
to ensure that everyone can participate in
1:36:59
the joy of gaming, making each
1:37:02
game a richer, more inclusive
1:37:04
experience. It's obviously not possible
1:37:06
to make every game accessible
1:37:08
to everyone. However, identifying often
1:37:10
easy to fix accessibility issues
1:37:13
and designing with intentionality can
1:37:15
help you get your games
1:37:17
on more tables. What's your best advice
1:37:19
for how a designer can make a fun
1:37:22
game? Playtest, listen,
1:37:24
adjust, and repeat. Do this
1:37:26
until the majority of
1:37:28
playtasters who enjoy the
1:37:30
particular emotions your game
1:37:33
evokes confirm feeling the
1:37:35
emotions you're seeking to
1:37:37
create. Rachel Bruner. Chapter 10
1:37:39
Solo Designing versus Co- Designing
1:37:41
For new game designers, one
1:37:43
of the earliest decisions to
1:37:45
make is whether to embark
1:37:47
on the design journey alone
1:37:49
or with a co-designer. and both
1:37:52
approaches have unique advantages and
1:37:54
challenges. Understanding the dynamics
1:37:56
of solo and co-designing can help
1:37:58
you choose the path that best aligns
1:38:00
with your personal preferences, working
1:38:03
style, and overall goals. Solo
1:38:05
Designing. Designing a game on your
1:38:07
own allows for complete creative
1:38:10
control. You make all decisions regarding
1:38:12
the game's theme, mechanisms,
1:38:14
rules, and experience. However,
1:38:16
working alone also means all the
1:38:18
weight of a project falls on you,
1:38:21
which can lead to overwhelm
1:38:23
procrastination and missed opportunities.
1:38:25
Proes of solo designing. Complete
1:38:28
creative control. You have the
1:38:30
freedom to realize your vision
1:38:32
without compromises or needing consensus.
1:38:35
Simpler logistics. Coordinating
1:38:38
schedules and meetings is not
1:38:40
a concern. You can work at your own
1:38:42
pace and on your own schedule. Direct
1:38:45
communication. When presenting
1:38:47
your game to publishers or
1:38:49
play testers, the communication is
1:38:51
straightforward as you are the
1:38:54
sole representative of your game. More
1:38:56
royalties. If you're the only designer
1:38:58
signing a licensing contract, you obviously
1:39:00
make more money than if you
1:39:02
have to split the royalties with
1:39:05
a co-designer. Cons of Solo
1:39:07
Designing. Limited perspective. Working
1:39:09
alone means you rely solely on
1:39:12
your own ideas and insights, which
1:39:14
can sometimes limit the game's creative
1:39:16
scope. Also, without external input,
1:39:19
there's a risk of not
1:39:21
noticing flaws or areas of improvement
1:39:23
in your game. Greater
1:39:25
responsibility. All tasks
1:39:27
from initial concept to play
1:39:30
testing, iterating, and pitching to
1:39:32
publishers fall on you, which can
1:39:34
be overwhelming. Less accountability.
1:39:37
When working alone, there's less
1:39:39
pressure to get things done,
1:39:41
which can lead to procrastination
1:39:43
and lack of focus. Working
1:39:45
with someone else can be a
1:39:47
great motivator to hit deadlines and
1:39:50
make steady progress so you don't
1:39:52
let the other person down. Code
1:39:54
designing. Collaborating with
1:39:56
a co-designer brings together diverse
1:39:58
skills and perspectives. and allows for
1:40:01
shared responsibilities, more creative ideas, and
1:40:03
a team that can be much
1:40:05
greater than the sum of its parts.
1:40:07
However, any time more people are added
1:40:09
to a project, the potential for
1:40:12
conflict increases substantially, and you'll
1:40:14
have to balance your working
1:40:17
relationship with your personal vision
1:40:19
for the game. Pros of co-designing,
1:40:21
diverse skills and perspectives.
1:40:23
Different viewpoints can enhance
1:40:26
the game's creativity and possibilities
1:40:28
as each designer brings unique
1:40:31
strengths to the table. Shared Workload.
1:40:33
Responsibilities such as
1:40:35
play testing, rulebook writing, and pitching
1:40:37
to publishers can be divided, reducing
1:40:40
the burden on a single
1:40:42
individual. Support and motivation.
1:40:44
Working with someone else provides
1:40:46
moral support and motivation,
1:40:48
especially during challenging phases of
1:40:51
the design process. Cons
1:40:53
of co-designing. Need for
1:40:55
compromise. Differences in vision and
1:40:58
ideas will require compromises which
1:41:00
might not always align with
1:41:02
your original vision. Logistical challenges.
1:41:05
Coordinating schedules and
1:41:07
managing consistent communication can be
1:41:09
challenging especially if you don't
1:41:11
live close to each other.
1:41:13
Potential for conflicts. Differences
1:41:15
and opinion and working styles
1:41:18
can lead to conflicts, which may
1:41:20
affect the game development process. and
1:41:22
the quality of the final product.
1:41:25
Less royalties. Sharing the workload
1:41:27
also means splitting the royalties
1:41:29
from licensing deals. Start with
1:41:31
a contract. Designing games with a
1:41:34
close friend might be a ton of
1:41:36
fun, but it's also a business relationship.
1:41:38
So if you're going to work with a
1:41:40
co-designer, make sure you have
1:41:42
a contract in place that clarifies
1:41:45
and specifies what each person's responsibilities
1:41:47
will be and what happens in
1:41:49
the wake of certain unfortunate events.
1:41:52
Here are some specific things to work
1:41:54
out and put in the contract.
1:41:56
What is each person's role
1:41:58
in the project? For example,
1:42:00
who is in charge of
1:42:02
playtesting, prototype creation, reaching out
1:42:05
to publishers, etc. Even if
1:42:07
everyone takes part in a task, it's
1:42:09
good to have one specific person in
1:42:11
charge of it to make sure it
1:42:13
gets done. What's the process for leaving
1:42:15
the project? If someone wants to
1:42:18
abandon the project, or if something
1:42:20
tragic happens, you need a process
1:42:22
that outlines how a designer can be
1:42:24
removed from the partnership. Who gets
1:42:27
final say? Sometimes a disagreement
1:42:29
doesn't have a viable compromise.
1:42:31
When that's the case, who gets to
1:42:34
make the final decision? A different
1:42:36
person could be the decision
1:42:38
maker for different aspects of the
1:42:40
game. Who pays for what? Are all cost
1:42:42
split 50-50? Prototyping materials are
1:42:45
usually fairly cheap, but what
1:42:47
about airfare, hotel rooms, and
1:42:49
convention badges? What if one designer really
1:42:52
wants to buy a laser cutter or
1:42:54
3D printer? Some simple language in
1:42:56
the contract can make it clear
1:42:58
and leaves less room for disagreement
1:43:01
and frustration. How will workload
1:43:03
and royalties be split? 50-50
1:43:05
seems like an obvious choice, but is
1:43:07
that really the case? Make sure to
1:43:09
have a conversation about all the
1:43:11
work involved and make sure you're on
1:43:13
the same page about who does what.
1:43:15
If you started the project alone
1:43:17
but are now bringing on a
1:43:20
co-designer, it might make more sense
1:43:22
to do 60-40. or a split
1:43:24
that better reflects each designer's contributions
1:43:26
to the game. Working with a co-designer can
1:43:28
be incredibly rewarding and help you
1:43:30
get more done in less time.
1:43:32
However, disagreements can quickly send a
1:43:35
project off the rails, so it's best
1:43:37
to have a simple contract and a
1:43:39
list of agreed-upon expectations
1:43:41
to prevent conflicts and keep
1:43:44
everyone focused on the main goal, creating
1:43:46
a fun game. Conclusion Deciding
1:43:48
between solo and co-designing depends
1:43:50
largely on your personal working
1:43:53
style, the complexity of your game,
1:43:55
and your ability to either
1:43:57
work independently or collaborate effectively.
1:44:00
Follow Designing offers full creative control,
1:44:02
but can be isolating. Whereas
1:44:04
co-designing brings diverse insights
1:44:07
and shared responsibilities, but
1:44:09
requires compromise and coordination.
1:44:11
Whichever path you choose, being aware
1:44:14
of the pros and cons will
1:44:16
help you navigate the process more
1:44:18
effectively and make informed decisions that
1:44:20
best suit your game design journey. What's
1:44:22
your best advice for how a designer
1:44:24
can make a fun game? It's easy to get
1:44:27
lost in your own design and love it.
1:44:29
But when I start to
1:44:31
compare my own design
1:44:33
to the games in my collection,
1:44:37
particularly the
1:44:39
fun ones that I play
1:44:41
all the time, I'll see that
1:44:43
I'm just designing
1:44:45
in a vacuum. Jason
1:44:48
Tagmire. Section
1:44:50
3. Find the Fun.
1:44:52
Chapter 1. Understanding
1:44:54
Fun. The Heart of
1:44:56
Game Design. There's a fun
1:44:58
game in here somewhere. Usually that
1:45:01
means certain parts of the
1:45:03
experience are interesting and that I
1:45:05
see the fun that the game is trying to
1:45:07
create. However, that fun is still
1:45:09
buried beneath things that need to
1:45:11
be removed, replaced, or refined. Game
1:45:14
design is often a long drawn-out
1:45:16
sifting process, as you try to get
1:45:18
rid of all the unnecessary parts
1:45:20
and leave the bits that create
1:45:22
the true experience you're going for.
1:45:24
And unfortunately... Fun is
1:45:26
very good at hiding. Sometimes it's
1:45:28
underneath an idea that worked
1:45:31
perfectly in your head, but bombed
1:45:33
spectacularly in real life. Other times
1:45:35
it's behind a mechanism you love
1:45:37
that just isn't working with the
1:45:39
theme you've chosen. And sometimes it's
1:45:42
right there in front of you,
1:45:44
hiding in plain sight, and right next
1:45:46
to a shiny new bad idea you can't
1:45:48
take your eyes off. Fun is elusive, and
1:45:50
even the best game designers in the
1:45:52
world have a hard time finding it.
1:45:55
But it must be found if you want
1:45:57
people to enjoy your game and play it
1:45:59
more than once. So this section
1:46:01
will explore what fun is,
1:46:03
how to find and create it, and
1:46:05
various ways it can be
1:46:08
implemented in your games.
1:46:10
Understanding Fun The Heart of Game
1:46:12
Design At the core of every game
1:46:14
is a simple yet profound
1:46:16
objective, to be fun. But what
1:46:18
exactly makes a game fun?
1:46:21
This elusive quality is obviously
1:46:23
subjective and varies from player
1:46:25
to player, and even day
1:46:27
to day. Yet, there are
1:46:29
common elements that consistently
1:46:31
contribute to a game's enjoyment.
1:46:34
This chapter explores these elements
1:46:36
to help you create games
1:46:38
that captivate and engage players.
1:46:40
In general, I think of games as
1:46:42
fun engines. Players put time in and
1:46:45
get fun out. And as designers, it's
1:46:47
our job to maximize the ratio
1:46:49
of time to fun. Now, there are lots
1:46:51
of ways to approach this, but there
1:46:53
are several overarching core
1:46:55
concepts that you should be thinking
1:46:57
about in order to find the fun.
1:46:59
Throughout the rest of this section
1:47:02
we'll explore these concepts in
1:47:04
greater detail. 1. Engaging Mechanics
1:47:06
The mechanics of a game
1:47:08
are how its individual mechanisms, rules,
1:47:10
systems, and procedures all work
1:47:13
together. Fun arises when these
1:47:15
mechanics are engaging and
1:47:17
provide a satisfying gameplay
1:47:19
experience. This could mean creating
1:47:21
an innovative mechanism that offers
1:47:24
new challenges, or using a
1:47:26
tried and tested system that's
1:47:28
refined for maximum enjoyment.
1:47:30
The key is that players should
1:47:32
feel actively involved in the game
1:47:34
with every action and decision feeling
1:47:36
meaningful. Two, meaningful choices.
1:47:38
Speaking of which, the presence of
1:47:41
meaningful choices in a game
1:47:43
significantly contributes to its fun
1:47:45
factor. These are decisions that
1:47:47
have real consequences in a game,
1:47:49
influencing the outcome in
1:47:52
significant ways. When players feel that
1:47:54
their choices matter, they become more invested
1:47:56
in the game, leading to a
1:47:58
more engaging experience. People want
1:48:00
to feel like they're playing the game,
1:48:03
not like the game is playing them.
1:48:05
3. Balanced challenge. A game
1:48:07
should present a balanced level of
1:48:09
challenge. Too easy and it becomes
1:48:11
boring. Too hard and it becomes
1:48:14
frustrating. The sweet spot lies
1:48:16
in presenting players with challenges
1:48:18
that are surmountable, yet
1:48:20
requires strategic thinking, skill,
1:48:22
or sometimes a bit
1:48:24
of luck. Games that manage
1:48:26
to hit this balance often
1:48:29
keep players coming back for more.
1:48:31
Four, social interaction. Many
1:48:33
games are fun because they
1:48:36
facilitate social interaction, whether
1:48:38
it's through teamwork, competition,
1:48:41
negotiation, or just shared
1:48:43
storytelling. Games can create
1:48:45
memorable social experiences.
1:48:48
Designing mechanics that encourage
1:48:50
interaction can make games
1:48:52
more enjoyable and unique.
1:48:55
A compelling theme or narrative
1:48:57
can immensely enhance a game's fun.
1:48:59
When players feel immersed in a
1:49:01
game's world, they connect more deeply
1:49:04
with the gameplay. And a
1:49:06
well-crafted theme or story can
1:49:09
transform abstract mechanics into
1:49:11
a compelling experience. Six,
1:49:13
surprise and variability can keep
1:49:16
a game fresh and exciting.
1:49:18
This could be in the
1:49:20
form of random events, a
1:49:22
variety of game scenarios, or
1:49:24
unpredictable actions of other players. Games
1:49:26
that offer a different experience each
1:49:29
time they are played often have
1:49:31
high replay value. 7. Estetic Appeal
1:49:33
Never underestimate the power of
1:49:36
a game's aesthetic appeal. Beautiful
1:49:38
artwork, high quality components, and
1:49:40
a visually appealing setup can
1:49:42
greatly enhance the fun of
1:49:45
a game. These elements can
1:49:47
draw players into the game's world
1:49:49
and enhance the overall experience.
1:49:51
Eight, achievable goals and
1:49:53
rewards. Games should have clear
1:49:55
achievable goals and a system
1:49:57
of rewards that motivate players.
1:50:00
The satisfaction of achieving a
1:50:02
goal or earning a reward is
1:50:04
a significant part of what makes
1:50:06
a game enjoyable. In general, players
1:50:08
want to feel powerful, wealthy, and
1:50:10
or clever, and the more your
1:50:12
game can create those feelings, the
1:50:14
more fun it will be. Conclusion.
1:50:16
Creating fun is a multifaceted
1:50:19
challenge that involves balancing
1:50:21
mechanics, themes, choices, and
1:50:23
aesthetics. As a designer, your task
1:50:26
is to weave these elements
1:50:28
together. into a cohesive and
1:50:30
enjoyable experience. At the heart of
1:50:32
every great game is a simple
1:50:34
promise, the promise of fun. And by
1:50:36
focusing on what makes games
1:50:39
enjoyable, you can create fun engines
1:50:41
that players will love to put
1:50:43
time into. What's your best advice
1:50:45
for how a designer can make
1:50:47
a fun game? Understanding what
1:50:49
you might find fun could be
1:50:51
different than what other people find
1:50:53
fun. If you can, see if your
1:50:55
game can have multiple types of fun.
1:50:58
Chapter 13 Finding the
1:51:00
Fun finding the fun How
1:51:02
to identify and enhance
1:51:04
the enjoyment in your
1:51:06
game Creating a board game
1:51:08
is a journey filled with creativity
1:51:11
iteration and discovery
1:51:13
At the heart of
1:51:15
this process lies a
1:51:18
fundamental question is the
1:51:20
game fun and finding the fun
1:51:22
in your game is vital
1:51:24
for its success and
1:51:26
player enjoyment This chapter
1:51:29
will explore specific ways to
1:51:31
uncover and enhance the fun
1:51:33
elements in your game. The designer's dilemma.
1:51:35
It's extremely difficult to know
1:51:37
if your own game is actually fun to
1:51:40
play. It's hard to read the label from
1:51:42
inside the bottle. And fun is so
1:51:44
subjective and varied, encompassing
1:51:46
everything from strategic thinking
1:51:48
and social interaction to
1:51:51
storytelling and exploration, that
1:51:53
you're never going to find it while your
1:51:55
game is still in your head or on
1:51:57
a notebook. You have to get it on a table
1:51:59
and... of other people and start
1:52:01
moving things around. Many times the
1:52:04
aspects you thought would be the most
1:52:06
fun are actually the parts you need to
1:52:08
get rid of first, and a random
1:52:10
mechanism you threw in as a placeholder
1:52:12
turns out to be the real juice
1:52:15
that makes the game fun. But once your
1:52:17
game hits the table, the key
1:52:19
is to identify what kind of
1:52:21
fun your game aims to deliver
1:52:23
and focus on amplifying the elements
1:52:25
that bring that fun to life. Ways
1:52:27
to identify fun in your game. One.
1:52:30
Playtest by yourself. Why it's
1:52:33
important. While external feedback is
1:52:35
invaluable, solo playtesting allows
1:52:37
you to gain a
1:52:40
deeper understanding of your
1:52:42
game's overall mechanics and
1:52:44
identify potential issues before
1:52:46
involving others. How to do it? Simulate
1:52:48
different player perspectives and
1:52:50
strategies by playing multiple
1:52:53
roles. Take detailed notes on
1:52:55
which aspects feel engaging and which
1:52:57
feel lacking. This approach helps
1:52:59
you refine the game's flow
1:53:02
and create fun moments before
1:53:04
introducing it to innocent victims.
1:53:06
I mean playtesters. 2. Playtest
1:53:09
with different groups. Why it's
1:53:11
important. Different players find
1:53:13
different aspects of a game
1:53:16
fun. Playtesting with a variety
1:53:18
of groups helps you understand
1:53:20
what works for a broader audience.
1:53:22
How to do it. Organize playtest
1:53:24
sessions with players of different
1:53:27
ages, skill levels, and gaming
1:53:29
preferences. Observe their reactions
1:53:31
and gather feedback on what they
1:53:34
enjoy the most. 3. Identify moments
1:53:36
of engagement. Why it's
1:53:38
important. Moments when players are
1:53:41
most engaged are often when they're
1:53:43
having the most fun. How to
1:53:45
do it. During playtesting, watch
1:53:47
for moments when players are fully
1:53:49
absorbed in the game. Note the
1:53:52
action strategies or scenarios
1:53:54
that lead to heightened
1:53:57
engagement. 4. Analyze player
1:53:59
feedback. Why it's important?
1:54:02
Direct feedback from players
1:54:04
can provide insights into which
1:54:06
aspects of the game they
1:54:08
found most enjoyable. How to do
1:54:10
it. Use open discussions and
1:54:13
structured feedback forms to
1:54:15
ask specific questions about
1:54:17
what players liked, what
1:54:19
they found challenging, and
1:54:21
what they found dull. Look for
1:54:23
common themes in their responses.
1:54:25
5. Focus on player emotions.
1:54:28
Fun is often tied to
1:54:30
emotional responses like excitement,
1:54:33
tension, surprise and
1:54:35
satisfaction. How to do it? Pay
1:54:37
attention to players' emotional
1:54:40
reactions during the game.
1:54:42
Are they laughing, celebrating victories,
1:54:45
or intensely focused? These
1:54:47
emotional highs can highlight the
1:54:49
most fun parts of your game.
1:54:52
Ways to enhance fun in your
1:54:54
game. One, refine and highlight
1:54:56
key mechanisms. Why it's important?
1:54:58
The core mechanisms should be
1:55:01
the most fun parts of the game
1:55:03
and therefore should be emphasized and refined
1:55:05
to ensure they stand out and are
1:55:07
supported by every other aspect of the
1:55:09
game. How to do it? Once you've identified
1:55:12
the parts of the game that players enjoy
1:55:14
the most, look for ways to simplify,
1:55:16
streamline, and enhance them. Insure
1:55:18
these aspects are central to
1:55:21
the gameplay experience and consider
1:55:23
removing anything that doesn't point
1:55:25
back to them. 2.
1:55:27
Create meaningful choices. Why
1:55:29
it's important. Players
1:55:31
enjoy games where their
1:55:34
decisions have significant and
1:55:36
clear impacts. How to do
1:55:38
it. Design your game to
1:55:41
offer a variety of strategic
1:55:43
options that lead to different
1:55:45
outcomes. Ensure that each
1:55:47
choice feels consequential
1:55:50
and rewarding. 3. Encourage
1:55:52
social interaction. Many
1:55:54
players find social interaction to be one
1:55:57
of the most enjoyable aspects of board
1:55:59
games. How to do it.
1:56:01
Incorporate elements that encourage
1:56:03
player interactions such as
1:56:06
trading, negotiating, and cooperative
1:56:09
tasks. Insure that these
1:56:11
interactions are integral to
1:56:13
players' success. 4. Balance,
1:56:15
challenge, and reward. Why it's
1:56:17
important. A game that is too easy
1:56:20
or too hard can quickly become
1:56:22
boring or frustrating. How
1:56:24
to do it. Strive for a balance
1:56:26
where players feel challenged but also have
1:56:28
a fair chance of success. Provide
1:56:30
clear and achievable goals with
1:56:33
rewards that feel satisfying and
1:56:35
motivating. Conclusion Finding the
1:56:37
fun in your design is the most important
1:56:39
step towards creating a game that
1:56:42
players will love and return to.
1:56:44
By play testing with different
1:56:46
groups, focusing on moments
1:56:48
of engagement, analyzing player
1:56:50
feedback, and enhancing core
1:56:52
mechanisms, You can identify and amplify
1:56:55
the elements that make your
1:56:57
game enjoyable. Remember, the goal
1:56:59
is to create an experience that
1:57:01
not only challenges players, but also
1:57:03
brings them joy and satisfaction.
1:57:05
Embrace the iterative process of
1:57:07
testing and refining, and you'll be
1:57:10
well on your way to designing a game
1:57:12
that captures the hearts and minds of
1:57:14
players. Note that I'll go deeper into
1:57:16
the topic of play testing in Section
1:57:18
5. What's your best advice for how a
1:57:20
designer can make a fun game? For
1:57:23
most hobby game designs,
1:57:25
you as the game
1:57:27
designer should set a
1:57:29
goal for yourself to
1:57:31
ensure that your design
1:57:33
acts as a catalyst
1:57:35
for your players to feel
1:57:37
clever about their play
1:57:39
and their choices. Do that,
1:57:42
and the fun will follow.
1:57:44
J.B. Howell Chapter 14
1:57:46
Designing a Series of
1:57:49
Interesting Choices Basically,
1:57:51
a player having options is what makes
1:57:53
an experience a game and not just
1:57:56
an activity. And the more interesting these
1:57:58
choices are, the more fun game will
1:58:00
be. So when you're designing a game,
1:58:02
understanding the power of choice is
1:58:05
paramount. A game's ability to engage
1:58:07
players often hinges on how meaningful
1:58:09
each decision feels during play. But
1:58:11
what makes a choice meaningful? It's not
1:58:14
just about the mechanics or
1:58:16
the complexity. It's about impact. When
1:58:18
players see that their actions have
1:58:21
significant consequences leading them closer
1:58:23
to victory or defeat, the
1:58:25
game transforms from a simple
1:58:27
pastime. to a compelling journey
1:58:30
of strategy and consequence. The
1:58:32
importance of meaningful choices in
1:58:34
game design. Meaningful choices are the
1:58:36
cornerstone of engaging games. They
1:58:39
provide players with a sense of
1:58:41
agency, the feeling that the game's
1:58:43
outcome is directly influenced by their
1:58:45
decision. This sense of agency is
1:58:47
crucial because it makes the
1:58:50
experience personal and immersive. Players
1:58:52
aren't merely going through the motions.
1:58:54
They're actively shaping their
1:58:57
destiny within the game's
1:58:59
world. Characteristics of meaningful
1:59:01
choices. To identify meaningful choices
1:59:03
in a game, look for these
1:59:06
aspects. Impact. A meaningful choice
1:59:08
must have a clear and perceivable
1:59:10
impact on the game's outcome.
1:59:12
This impact doesn't need to
1:59:15
be immediate, but it should
1:59:17
be present and recognizable. Visibility.
1:59:20
Players should be able to understand
1:59:22
how a choice affects the game.
1:59:24
This requires clear communication of
1:59:26
the game's rules and mechanics.
1:59:29
Relevance. Choices should feel relevant
1:59:31
to the game's objectives.
1:59:33
Irrelevant decisions diminish the
1:59:36
player's sense of influence
1:59:38
over the game. Balance. Effective
1:59:40
choices are those that provide a
1:59:42
balanced set of options, each with
1:59:44
its own set of risks and
1:59:47
rewards. However, as mentioned in
1:59:49
the previous section, balance is
1:59:51
more about feel than a
1:59:53
specific algorithm. So pay more attention
1:59:55
to player perception than a
1:59:58
spreadsheet. Designing
2:00:00
for meaningful choices. To design
2:00:02
a game that is full of meaningful
2:00:05
choices, follow these guidelines. 1. Clear
2:00:07
objectives. Insure that players
2:00:09
understand what they're trying
2:00:11
to achieve. Clear objectives set the
2:00:13
stage for decisions that feel like
2:00:16
they matter. 2. Interconnected decisions.
2:00:18
Design choices that build upon
2:00:20
one another. Creating a layered
2:00:23
experience where early decisions
2:00:25
impact later opportunities impact
2:00:27
later opportunities. Three,
2:00:29
margin for error. If you hear playtesters
2:00:33
say something to the effect of, the
2:00:35
game feels too tight, it means that
2:00:37
they feel like the game is too
2:00:39
punishing for missteps. If a
2:00:41
poor choice in the first round plays
2:00:44
a large role in losing the game
2:00:46
an hour later, it will leave players
2:00:48
feeling frustrated. Choices
2:00:50
should matter, but make sure
2:00:53
individual choices don't matter too
2:00:55
much. Four, diverse strategies.
2:00:57
offer multiple paths to victory
2:00:59
to accommodate different play styles
2:01:02
and strategic approaches. This diversity
2:01:04
encourages players to think critically
2:01:06
and make choices that align
2:01:08
with their preferred tactics. 5.
2:01:10
Feedback Loops. Provide feedback that
2:01:12
helps players understand the
2:01:15
consequences of their decisions.
2:01:17
Whether through the game's narrative, scoring
2:01:19
system, or visual cue, immediate
2:01:21
feedback helps clarify the impact
2:01:23
of a player's actions. Simple
2:01:27
versus complex. Janga is
2:01:29
one of the simplest games ever made.
2:01:31
However, each block's removal is
2:01:34
a meaningful choice, fundamentally
2:01:36
altering the structure's stability.
2:01:38
The consequences of
2:01:40
each decision are immediate and
2:01:42
visible, making even the simple
2:01:44
game engaging in fun. Contrast
2:01:46
that with a complex strategy
2:01:48
game like Terra Mystica. Here
2:01:50
players must manage multiple
2:01:52
variables and long-term strategies.
2:01:55
The choices involve selecting actions that
2:01:57
will develop resources, expand terrorism,
2:02:00
and achieve strategic goals over
2:02:02
time. Each decision
2:02:04
made in early rounds sets the
2:02:06
stage for future opportunities, creating
2:02:08
a deeply interconnected and impactful
2:02:10
gameplay experience. Both
2:02:13
paths work. It just depends
2:02:15
on the experience you're trying to create. However,
2:02:18
the best complex games are also the ones
2:02:20
that keep things simple. Winning
2:02:23
might consist of 50 turns
2:02:25
of interconnected actions, but each
2:02:27
turn typically only has a few choices to
2:02:29
pick from, in the same way a turn
2:02:31
of Jenga only has a few blocks that
2:02:33
a player can remove. As
2:02:35
your game becomes more complicated overall,
2:02:38
you'll need to find ways to simplify
2:02:40
its individual parts. For example,
2:02:43
Twilight Imperium is a massive game that
2:02:45
can take eight hours to finish, but
2:02:48
the game is broken down into several
2:02:50
phases where the players make simple
2:02:52
choices to move their overarching strategies forward.
2:02:55
This works because complexity is
2:02:57
diffused by clarity. Clear
2:02:59
rules and objectives can make even
2:03:02
the most complicated games easy for
2:03:04
players to understand, and placing
2:03:06
various aspects of the game in their
2:03:08
own phases means players only have to think
2:03:10
about a few things at one time. A
2:03:13
game can be an absolute brain burner, but
2:03:16
if it also limits the number of choices present
2:03:18
to a player at once, it can
2:03:20
prevent players from feeling overwhelmed or
2:03:22
locked in analysis paralysis. Learning
2:03:25
from loss As
2:03:28
people play your game, they should be
2:03:30
able to think through various options and
2:03:32
paths to take that they think will lead
2:03:34
to winning the game. If
2:03:36
they can't see clear options and just
2:03:38
take their turns randomly, there's a
2:03:40
disconnect between them and the game, which you'll need
2:03:42
to find a way to fix. Sometimes
2:03:45
it's because they don't understand the rules,
2:03:47
other times it's because they haven't
2:03:49
fully grasped how the game's core mechanism
2:03:52
works, but whatever the case may
2:03:54
be, it's your job to make their
2:03:56
choices and potential outcomes clear. When
2:03:58
players lose, they should... be
2:04:01
able to look back over the choices they
2:04:03
made throughout the game and realize what they
2:04:05
could have done differently to have a better
2:04:07
chance to win. When they think through
2:04:09
how the game played out and can't
2:04:11
understand why they lost and what could
2:04:14
have been done differently, they
2:04:16
assume the game's choices were arbitrary,
2:04:18
which doesn't exactly get
2:04:20
them excited to play again.
2:04:22
Conclusion. Meaningful choices are at
2:04:24
the heart of fun games. They transform
2:04:27
routine play into an engaging narrative
2:04:29
of cause and effect where every
2:04:31
decision counts. As a game designer, understanding
2:04:33
how to craft such choices
2:04:36
means striking a balance between
2:04:38
complexity and clarity, ensuring that
2:04:40
each player's decision-making process is
2:04:42
both challenging and easy to
2:04:44
understand. By focusing on the
2:04:47
impact, visibility, relevance, and balance
2:04:49
of choices, you can create games
2:04:51
that players will return to, eager
2:04:53
to explore new strategies and outcomes.
2:04:55
What's your best advice for
2:04:58
how a designer can make
2:05:00
a fun game? Remove as
2:05:02
many obstacles from playing
2:05:05
as possible. Every time there's
2:05:07
a rule or implied
2:05:09
rule that says, you can't do
2:05:11
that, it saps a little bit
2:05:14
of fun away. Ted Alspak.
2:05:16
Chapter 15 The Choice Trident.
2:05:19
Power, Wealth, and Cleverness
2:05:22
When designing a game, understanding
2:05:25
what drives player enjoyment is
2:05:27
crucial. The choice trident is a
2:05:30
concept that encapsulates three
2:05:32
core feelings that, according
2:05:34
to human psychology, significantly
2:05:36
contribute to player experience
2:05:38
and fun. This chapter dives
2:05:40
into how incorporating these elements
2:05:43
can enhance the gaming experience,
2:05:45
making your game more engaging
2:05:47
and satisfying for players. 1. The
2:05:49
allure of power. Control and influence.
2:05:52
The first prong of the choice trident
2:05:54
is power. Players often seek a
2:05:57
sense of control and influence over the
2:05:59
games and... This doesn't necessarily
2:06:01
mean overpowering others. It can also
2:06:04
manifest as control over one's own
2:06:06
fate within the game. Designing game
2:06:08
mechanics that allow players to feel
2:06:10
they have a direct impact on the
2:06:12
game's outcome, whether through strategic
2:06:14
decision-making, resource control,
2:06:17
or character development,
2:06:19
taps into this desire for power. It's
2:06:21
about giving players meaningful choices
2:06:23
that have visible consequences in
2:06:25
the game world. You can
2:06:28
also help players feel powerful by
2:06:30
offering ways to level up or
2:06:32
improve over the course of the game.
2:06:34
This could be through gaining access
2:06:36
to better cards, unlocking abilities,
2:06:38
opening up new areas to
2:06:40
explore or control, etc. Any choice
2:06:43
that gives the player a sense of
2:06:45
progression as their character or faction
2:06:47
or empire becomes more of a
2:06:49
force to be reckoned with will go
2:06:51
a long way in harnessing this part of
2:06:54
the choice trident. In regular life...
2:06:56
Many people feel powerless in
2:06:58
their situations and unable to control
2:07:01
a lot of what happens. But
2:07:03
in a game, those same people
2:07:05
can be bulletproof superheroes,
2:07:07
level 99 warriors, and
2:07:09
world-conquering emperors. And for just
2:07:11
a few minutes, they can feel like they
2:07:14
have much more power to affect how
2:07:16
their story plays out. Two, the
2:07:18
gratification of wealth, accumulation
2:07:20
and utilization. The second
2:07:23
prong of the trident is wealth.
2:07:25
This doesn't solely refer to
2:07:27
monetary riches. It encompasses any
2:07:29
form of resource accumulation and
2:07:31
utilization. Players enjoy collecting,
2:07:33
whether it's points, resources, cards,
2:07:35
or any other in-game assets.
2:07:38
The key is to make the accumulation of
2:07:40
these resources feel rewarding and
2:07:42
provide opportunities for their strategic
2:07:45
use. The sense of building, growing,
2:07:47
and efficiently managing resources can
2:07:49
be deeply satisfying. and it
2:07:51
offers players a tangible measure of
2:07:54
their progress and success in the
2:07:56
game. Even little things like making
2:07:58
money, $1 million and... instead of
2:08:00
$1 can help players feel like they're
2:08:02
up next on MTV Cribbs. One
2:08:04
of my favorite examples is the
2:08:07
money in Millennium Blades. In this
2:08:09
game, players buy cards for a
2:08:11
fictional collectible card game. But instead
2:08:13
of having individual tokens or
2:08:16
using single paper bills like
2:08:18
Monopoly for currency, the game has
2:08:20
stacks of paper money that are
2:08:22
wrapped together to present different values.
2:08:24
For example, a stack of 10 green
2:08:26
bills is used for $1. So when you buy
2:08:29
a card for $1, You toss a stack of
2:08:31
cash instead of one cardboard shit,
2:08:33
and it's amazing how something so
2:08:35
simple can make a player feel so
2:08:37
rich. Games with auctions, negotiations,
2:08:39
open markets, or any other
2:08:42
mechanism that allows players to
2:08:44
accumulate resources and spin them
2:08:47
can utilize this part of the
2:08:49
choice trident and have players
2:08:51
excited to play again. 3. The
2:08:53
satisfaction of cleverness. Strategy and
2:08:56
problem solving. The third prong
2:08:58
is intelligence. players love to feel
2:09:00
smart, may enjoy puzzles, strategic planning,
2:09:02
and the challenge of outthinking the
2:09:05
game or other players. And games
2:09:07
that challenge players to think,
2:09:09
strategize, and solve problems can
2:09:12
be incredibly engaging. This involves
2:09:14
creating scenarios where players
2:09:16
must make decisions with meaningful
2:09:18
impact, where foresight and planning
2:09:21
are rewarded. It's not about the
2:09:23
complexity of the rules, but the
2:09:25
depth of the choices players face.
2:09:27
Giving players multiple paths to
2:09:29
score points, defeat other players,
2:09:32
create combos, etc. goes a long
2:09:34
way in helping them feel clever as
2:09:36
they try to outwit the other people
2:09:38
at the table. Few things are more
2:09:40
satisfying than a long-term plan coming
2:09:42
together over the course of multiple
2:09:45
turns and the slow realization of everyone
2:09:47
else at the table as they figure
2:09:49
out what's happening. It's a rush, and
2:09:52
any choices you can add to your game
2:09:54
that highlight this feeling will help you apply
2:09:56
this part of the choice trident and make
2:09:58
your game much more fun to play. incorporating
2:10:02
the trident into game design. To
2:10:04
effectively incorporate the choice trident
2:10:06
into your game design, consider
2:10:09
the following. Incentivized behavior.
2:10:11
Whatever experience you're going
2:10:13
for, people will almost always
2:10:16
do what they're incentivized to
2:10:18
do. So if you want players to level
2:10:20
up to feel powerful, buy and sell
2:10:22
goods to feel wealthy, or piece together
2:10:24
combos to feel clever, make sure
2:10:26
those are the main things that help
2:10:29
players win. Player Agency.
2:10:31
Regardless of the game's theme or
2:10:33
mechanics, players should always feel that
2:10:36
their actions matter. Insure that the
2:10:38
choices they make in pursuit
2:10:40
of power, wealth, or cleverness
2:10:42
significantly impact their experience and
2:10:45
potential for success in the game.
2:10:47
Feedback mechanisms. Provide clear
2:10:49
feedback for players' actions related
2:10:51
to these three aspects. Whether
2:10:53
it's a visual cue for
2:10:56
gaining resources, wealth, a strategic
2:10:58
advantage gained, cleverness, or a
2:11:00
significant alteration of the game's
2:11:02
state, power, players should be able
2:11:05
to see the results of their choices.
2:11:07
Accessibility and depth. While catering
2:11:09
to these three aspects keep
2:11:11
the game accessible to new
2:11:14
players while providing enough depth
2:11:16
for seasoned gamers, the game should
2:11:18
be easy to learn but offer
2:11:20
a rich array of strategic possibilities.
2:11:22
Multiple Paths Different players
2:11:25
have different tastes and will
2:11:27
be drawn towards different choices.
2:11:29
Some players will choose the barbarian who
2:11:31
does a lot of damage, some would
2:11:33
rather have the rogue who can steal
2:11:35
money from enemies, and some want the
2:11:38
wizard who has different spells
2:11:40
for different situations. So having multiple
2:11:42
options and potentially multiple paths to
2:11:44
victory can make your game more
2:11:47
appealing to a wider audience as
2:11:49
you tap into the preferences of
2:11:51
different player types. Conclusion By
2:11:54
understanding and integrating the choice
2:11:56
trident, power, wealth and cleverness into
2:11:58
your game design, You can create
2:12:00
a more engaging and satisfying
2:12:03
experience for players. These elements
2:12:05
tap into fundamental aspects of
2:12:07
human psychology and when balanced
2:12:10
and well implemented can
2:12:12
significantly enhance the enjoyment
2:12:14
and replayability of your game.
2:12:16
What's your best advice for how a
2:12:18
designer can make a fun game? If you
2:12:20
find yourself designing a game, what is
2:12:22
your goal? Is it that you want to
2:12:24
have fun designing it? Is it that you
2:12:27
want to make a game that
2:12:29
is closer to your idea of
2:12:31
fun than other games out there?
2:12:33
Do you have a particular
2:12:35
audience in mind and want
2:12:37
to make a game that they
2:12:40
find fun? Do you want to
2:12:42
express yourself? Do you want people
2:12:44
to say nice things about something
2:12:47
you've created and get
2:12:49
that sweet, sweet rush of
2:12:51
endorphins? Do you want to
2:12:54
make money? The role of tension
2:12:56
in game design, enhancing fun
2:12:58
and engagement. Tension in games refers
2:13:00
to a sense of uncertainty, challenge,
2:13:03
or anticipation that players
2:13:05
experience during gameplay and
2:13:07
significantly influences how enjoyable
2:13:09
a game is. It's
2:13:11
a driving force that keeps
2:13:13
players engaged, invested, and emotionally
2:13:16
involved in the game. This
2:13:18
chapter explores why tension is
2:13:20
essential in gameplay design, and how
2:13:23
it directly correlates to the
2:13:25
fun and excitement players'
2:13:27
experience. Types of tension in
2:13:29
games. Competitive tension arises
2:13:32
from player interactions such as
2:13:34
racing to achieve a goal
2:13:36
battling for resources or outsmarting
2:13:39
opponents. Narrative tension. Created
2:13:41
through storytelling elements where players are
2:13:44
eager to see how the
2:13:46
story unfold. Mechanical tension
2:13:48
stems from the game's
2:13:50
mechanics. such as time
2:13:52
limits, resource management challenges,
2:13:54
or risk reward decisions.
2:13:57
Tension as a source of
2:13:59
engagement. Tinchin captivates
2:14:01
players' attention and keeps them
2:14:04
engaged throughout the game. It arises
2:14:06
from situations where players are invested
2:14:08
in the outcome, but uncertain about
2:14:10
what will happen next. This
2:14:13
uncertainty can stem from various
2:14:15
sources. Competition with other
2:14:17
players, challenges posed by the
2:14:19
game's core mechanism, or the
2:14:21
unpredictability of game events. Limiting
2:14:23
player actions or allowing players to
2:14:26
actively affect each other can greatly
2:14:28
enhance your game's tension. For
2:14:30
example, in the worker placement phase
2:14:33
of dune, imperium, you typically only
2:14:35
have two agents, or workers, which limits
2:14:38
your actions. However, most of the
2:14:40
action spaces can only have one worker,
2:14:42
which creates a ton of tension as
2:14:44
you wait for your turn and hope
2:14:46
other players don't take the spot you
2:14:48
need. Lost Cities is another great
2:14:50
example. In this two-player game,
2:14:53
you're constantly discarding cards that
2:14:55
your opponent can pick up.
2:14:57
and every card you lay down comes
2:14:59
with a small amount of anxiety as
2:15:02
you hope it's not the exact card
2:15:04
your opponent has been waiting for.
2:15:06
Balancing Challenge and Ability A key
2:15:08
aspect of creating tension is
2:15:10
finding the right balance between the
2:15:13
challenge a game presents and the
2:15:15
player's ability to meet that challenge.
2:15:17
If a game is too easy, it
2:15:19
lacks tension and becomes boring. If it's
2:15:21
too hard, it can become
2:15:23
frustrating. The sweet spot is where
2:15:25
the game's challenges. are aligned with
2:15:28
the player's abilities, creating a satisfying
2:15:30
level of tension that is exciting
2:15:32
but not overwhelming. When players don't
2:15:34
understand how the game works, they won't
2:15:37
experience its tension, because
2:15:39
they won't be able to see the possible
2:15:41
cause and effect possibilities. They
2:15:43
still might feel tension, but it will
2:15:45
be the tension that comes from trying not
2:15:47
to look stupid in front of other
2:15:49
people. To help players, a clear rulebook
2:15:51
is vital, but you can also adjust
2:15:53
the learning curve so that the
2:15:55
game gradually increases in difficulty and complexity
2:15:58
over time so players can can
2:16:00
understand key concepts before giving
2:16:02
them more options. You can also limit
2:16:04
the number of choices or options available
2:16:06
to the players at one time to
2:16:09
manage the game's cognitive load, the brain
2:16:11
power it takes to play the game.
2:16:13
Tension comes from being unsure about
2:16:15
what's going to happen next, but if
2:16:17
a player has to think through
2:16:19
20 different possibilities, they're more likely
2:16:21
to feel burnout than tension. Tension
2:16:23
through uncertainty and risk.
2:16:25
Incorporating elements of uncertainty
2:16:28
and risk can significantly
2:16:30
enhance a game's tension. This could
2:16:32
be through mechanisms like dice rolling,
2:16:35
drawing cards from a shuffled deck,
2:16:37
or making decisions with unpredictable outcomes.
2:16:39
The key is to ensure that
2:16:41
these elements are not purely based
2:16:44
on luck, but allow for at
2:16:46
least some strategic decision-making. As mentioned
2:16:48
in the first chapter of this
2:16:50
section, surprises a powerful tool in
2:16:52
a game designer's toolbox. When used
2:16:54
effectively, tension and surprise worked together
2:16:56
to create memorable moments where a
2:16:59
player takes a chance and either
2:17:01
comes up big or fails miserably.
2:17:04
The fun comes from the buildup of
2:17:06
not knowing, and then the quick release
2:17:08
of finding out. For example, in
2:17:10
Kingdom Death, monster, combat often
2:17:13
comes down to a final die roll,
2:17:15
and players will either succeed and
2:17:17
vanquish a monster, or they fail,
2:17:19
and the monster will eat their faces
2:17:21
off next turn. Combine that
2:17:24
with the game's hit location
2:17:26
deck, the possibility for critical
2:17:28
wounds, and the potential for
2:17:30
one-shot kills, and you get
2:17:32
very tense and often surprising
2:17:34
combat every single round. Managing
2:17:36
tension and player emotions throughout
2:17:38
the game. Tension should ebb and
2:17:40
flow throughout the game, with moments
2:17:43
of high tension followed by periods
2:17:45
of relative calm. This pacing keeps
2:17:47
players engaged and prevents the game
2:17:49
from becoming too stressful or too
2:17:52
dull. Tension directly impacts
2:17:54
players' emotions, creating a sense
2:17:56
of excitement, suspense, and thrill.
2:17:58
And when players are emotional... in the
2:18:00
outcome of the game, they're more engaged
2:18:02
and typically find the game more
2:18:05
enjoyable. The resolution of tension,
2:18:07
such as achieving a goal or
2:18:09
surviving a challenge, provides a sense
2:18:11
of accomplishment and satisfaction, and most
2:18:14
people find that fun, which is why
2:18:16
it's usually best to end the game on
2:18:18
one of those highs. For example,
2:18:20
in pandemic, the game immediately ends
2:18:22
when players find the fourth and
2:18:24
final cure. This is a tense, exciting
2:18:27
moment that took planning and teamwork to
2:18:29
accomplish, and the players get to sit
2:18:31
back and bask in victory. However,
2:18:34
if the game didn't end when you
2:18:36
got the fourth cure, but instead forced
2:18:38
players to methodically move around the board,
2:18:41
removing the rest of the disease cubes
2:18:43
one by one, it would end on a rather
2:18:45
dull moment of picking up a cube you
2:18:47
had the cure four or five turns ago.
2:18:49
When telling a story, you want to
2:18:52
start as close to the end as
2:18:54
possible. and once the story hits its
2:18:56
climax, you want to get to the end
2:18:58
as quickly as you can. Game design works
2:19:00
the same way, and ending right after
2:19:03
a big tense moment will leave players
2:19:05
with that as their main memory. Playtesting
2:19:08
and adjusting tension Playtesting
2:19:10
is crucial in assessing and
2:19:12
adjusting the level of tension in
2:19:15
your game. Observing players reaction
2:19:17
and gathering feedback can help
2:19:19
you fine-tun elements that contribute
2:19:22
to tension. ensuring that it
2:19:24
enhances the game's fun and excitement.
2:19:26
However, don't wait until the
2:19:28
game is over to gather feedback
2:19:30
about tension. Pausing at certain points
2:19:32
throughout the game and asking how
2:19:35
players are feeling and why can
2:19:37
give you excellent insight into if
2:19:39
the experience is achieving the build-up
2:19:41
and release type of moments you're
2:19:43
hoping for. Players tend to only
2:19:45
remember the most recent swing of
2:19:47
emotions. So if you wait until the
2:19:49
end of the game to get feedback...
2:19:52
you're going to miss out on
2:19:54
key data. Conclusion. Tension
2:19:56
is a powerful tool in game
2:19:58
design. Directly. contributing to
2:20:00
a game's fun and engagement.
2:20:02
By carefully crafting and
2:20:05
balancing sources of tension,
2:20:07
you can create compelling
2:20:09
gameplay experiences that captivate and
2:20:11
thrill players. Just keep in mind that
2:20:14
the goal is to strike the
2:20:16
right balance, creating a game that
2:20:18
is challenging, engaging, and most
2:20:20
importantly fun to play. What's your
2:20:22
best advice for how a designer can
2:20:25
make a fun game? Create something that
2:20:27
you enjoy playing over and over
2:20:29
again. Play a lot of games
2:20:31
and find out what fun means
2:20:33
for you. Then try to add
2:20:36
that into your own designs.
2:20:38
Chem Phillips Chapter 17
2:20:40
The Goldilocks Rule Fun
2:20:42
that is just right Every
2:20:44
game you design is going
2:20:46
to have a different approach
2:20:49
to fun depending on
2:20:51
the overall experience you're
2:20:53
going for However, game
2:20:56
design in general is a
2:20:58
consistent, complex balancing act where you're
2:21:00
always trying to find the perfect
2:21:02
harmony between too much and too
2:21:04
little of each game element. Whether
2:21:06
you're working on a 10-minute party game
2:21:09
or a 3-hour euro, you'll be seeking
2:21:11
out the ideal sweet spot where every
2:21:13
aspect of your game feels just right
2:21:15
to players. I call this concept the
2:21:18
Goldilocks rule, and my game design process
2:21:20
got much faster, easier and better when
2:21:22
I started applying the rule to my
2:21:24
games. and how I gather feedback. And
2:21:26
in this chapter we'll explore how to
2:21:29
apply the Goldilocks rule to your games.
2:21:31
Understanding the Goldilocks rule.
2:21:33
The Goldilocks rule emphasizes just right
2:21:35
for every aspect of the game,
2:21:38
ensuring that each part contributes positively
2:21:40
to the overall experience. Whether
2:21:42
it's the complexity of rules, game
2:21:45
length, player interaction, or the balance
2:21:47
between luck and skill, every element
2:21:49
should feel optimal and enhanced player
2:21:52
engagement and enhanced player
2:21:54
engagement. Key elements
2:21:57
to get just right
2:22:00
A game that ends too quickly
2:22:02
can leave players unsatisfied.
2:22:04
Prolong gameplay can lead
2:22:06
to boredom and disengagement.
2:22:08
Find a duration that keeps
2:22:11
players engaged from start
2:22:13
to finish. Here's a tip.
2:22:15
Time your play test and
2:22:17
gather feedback on game length
2:22:19
to adjust pacing and ensure
2:22:21
a satisfying experience. Two,
2:22:23
downtime. If players don't have enough
2:22:26
time to think, the game can
2:22:28
feel rushed. Excessive downtime can
2:22:30
make the game feel boring and
2:22:32
sluggish. Maintain a balance
2:22:34
where players are engaged, but have
2:22:36
enough time to make thoughtful decisions.
2:22:39
Here's a tip. Monitor player
2:22:41
engagement during turns and
2:22:43
streamline gameplay to reduce
2:22:46
unnecessary waiting times. 3.
2:22:48
Interaction. Isolated gameplay can
2:22:50
make players feel disconnected
2:22:52
from each other. Overbearing
2:22:54
interactions can lead to
2:22:57
chaos and frustration. ensure meaningful
2:22:59
interactions that enhances the social
2:23:02
aspect of the game without
2:23:04
causing chaos, unless chaos is
2:23:06
the experience you're hoping for.
2:23:09
Here's a tip. Incorporate mechanics
2:23:11
that encourage strategic
2:23:13
interaction and collaboration
2:23:15
without overwhelming players with
2:23:17
too many choices. Four, theme. A
2:23:20
weak theme can make the game
2:23:22
feel abstract and uninspiring. An
2:23:24
overly dominant theme can
2:23:26
overshadow gameplay mechanics. and become
2:23:28
more of a simulation than
2:23:31
a game. The theme should immerse players
2:23:33
in the game without detracting
2:23:35
from the gameplay. Here's a tip.
2:23:37
Integrate thematic elements with
2:23:39
mechanics to make the game
2:23:42
more intuitive and to create
2:23:44
an immersive yet clear and
2:23:46
enjoyable experience. 5. Choices.
2:23:49
Limited choices can make the
2:23:51
game feel monotonous and unchallinging
2:23:53
or like the game is
2:23:55
playing itself. An overabundance
2:23:57
of choices can be overwhelming and
2:24:00
The correct range of meaningful
2:24:02
choices allows players to feel
2:24:04
in control and like their
2:24:07
decisions matter without leading to
2:24:09
analysis paralysis. Here's
2:24:11
a tip. Offer choices
2:24:13
that impact the game's
2:24:15
outcome, encouraging strategic thinking
2:24:17
and planning, but limit
2:24:20
the number of choices available
2:24:22
on a single turn. Often two
2:24:24
to three options is plenty.
2:24:27
Games driven by too much luck
2:24:29
can feel unpredictable and unfair. Games
2:24:31
that rely solely on skill
2:24:33
can be intimidating for casual
2:24:35
players and feel solved for
2:24:38
experienced players. Balance elements
2:24:40
of luck and skill to cater
2:24:42
to both strategic and casual players.
2:24:44
Enough luck so that the game has
2:24:46
surprises but enough skill so that players
2:24:49
feel like they're playing the game more
2:24:51
than the game is playing them. Here's
2:24:53
a tip. Use a mix of random
2:24:55
elements and strategic decisions to
2:24:57
make the game more dynamic
2:24:59
and to appeal to a broad
2:25:02
audience. 7. Rules Missing and or unclear
2:25:04
information can lead to
2:25:06
confusion and frustration. Overwhelming
2:25:09
players with overly detailed or
2:25:11
complex rules can detract from
2:25:13
the enjoyment and make the
2:25:16
game appear more complicated than
2:25:18
it really is. Aim for clarity and
2:25:20
brevity. Rules should be easy
2:25:22
to learn. and clearly explained. Here's
2:25:24
a tip. Simplify your rulebook
2:25:27
and use visual aids like
2:25:29
diagrams or quick reference guides
2:25:31
to enhance understanding. Gathering and
2:25:34
implementing feedback. During play testing
2:25:36
you can use the Goldilocks rule as
2:25:38
a guide as you watch players engage
2:25:41
with your game and gather feedback from
2:25:43
them throughout the experience and after the
2:25:45
game is over. If you'd like to
2:25:47
use the feedback form I use
2:25:50
which utilizes the Goldilocks rule You
2:25:52
can download it
2:25:55
at www.org Game
2:25:58
Design Lab.com/playtest-feedback-4. After
2:26:01
gathering feedback, analyze the data
2:26:03
to identify patterns and areas
2:26:05
for improvement. Adjust your game to
2:26:08
better align with the Goldilocks rule and
2:26:10
continue testing until you achieve
2:26:12
the desired balance. This iterative
2:26:14
process is essential for refining
2:26:16
your game and ensuring it
2:26:18
provides an enjoyable experience
2:26:20
for all players. Conclusion Every game
2:26:22
is going to have a different, just
2:26:25
right, and it really comes down to
2:26:27
the experience you're trying to create. Some
2:26:29
games last two hours and it feels too
2:26:31
short. Other games last 10 minutes and
2:26:33
it feels too long. Some games rely
2:26:35
mostly on luck by design. Other games
2:26:38
take years to master. But ultimately, it's
2:26:40
all about the player experience and what's
2:26:42
going to create the most fun
2:26:44
at the table. Applying the Goldilocks
2:26:47
rule in your design and play testing
2:26:49
process will help you find the right
2:26:51
balance in every aspect of your game.
2:26:53
And by focusing on finding the sweet
2:26:55
spot for each of your game's key
2:26:57
elements... You can create a game
2:27:00
that is both enjoyable
2:27:02
and replayable and ensure
2:27:04
players think it was just
2:27:06
right. Chapter 18 The Power of
2:27:09
Incentives Motivating players
2:27:11
to engage and enjoy. In
2:27:13
the 1700s, 33% of British criminals
2:27:16
being transported to Australia
2:27:19
died en route. Initially
2:27:21
sea captains were paid for
2:27:23
every passenger who boarded the
2:27:26
ship. However, when Britain switched to
2:27:28
paying captains for every passenger who
2:27:30
walked off the ship in Australia,
2:27:32
the survival rate skyrocketed to 99%.
2:27:35
It's amazing how shifting incentives
2:27:37
can lead to significantly
2:27:39
different outcomes. And just
2:27:41
as incentives influence behavior in
2:27:43
real life, they guide players' actions,
2:27:45
decisions, and engagement in board games,
2:27:47
and by understanding and
2:27:50
implementing effective incentives, you
2:27:52
can create more engaging
2:27:54
and fun experiences. So this chapter
2:27:56
will explore the importance of incentives
2:27:58
in game design. and provide practical
2:28:01
ways to incentivize players.
2:28:03
The importance of incentives.
2:28:06
Incentives in board games serve
2:28:08
as the psychological backbone that
2:28:11
guides players' behavior and decision-making.
2:28:13
They are the reasons players chose one
2:28:15
strategy over another and feel
2:28:17
invested in the gameplay.
2:28:19
Extrinsic, such as victory
2:28:21
points, rewards, or game assets
2:28:24
which players earn through specific
2:28:26
actions, or intrinsic. where the
2:28:28
motivation comes from the joy
2:28:30
of playing, strategizing, or the
2:28:32
social interaction within the game
2:28:34
itself. Incentives are essentially
2:28:36
rewards or motivators that encourage
2:28:38
players to take specific actions.
2:28:41
When used effectively, they can do
2:28:43
the following. Drive player engagement.
2:28:45
Effective incentives keep players
2:28:47
interested and engage throughout
2:28:50
the game. They provide goals and challenges
2:28:52
that players strive to achieve or
2:28:54
overcome. Encourage strategic
2:28:56
depth, by offering multiple
2:28:59
pathways to win and
2:29:01
different strategies to explore,
2:29:03
incentives encourage deeper thinking
2:29:05
and planning, enhancing the
2:29:07
game's strategic nature. Enhance reliability.
2:29:10
Well-designed and varied incentives
2:29:12
ensure that each game session
2:29:14
feels different, encouraging players
2:29:16
to explore new strategies, and
2:29:18
increasing the game's replay value.
2:29:21
Applying incentives and game design.
2:29:23
Here are several ways to
2:29:26
incorporate effective incentives
2:29:28
into your games. One, victory
2:29:31
points. Concept. Award points
2:29:33
for achieving specific
2:29:36
objectives or milestones. Implementation.
2:29:39
In games like Kitan,
2:29:41
players earn points for
2:29:43
building settlements, cities, and
2:29:45
achieving certain goals. This
2:29:48
incentivizes players to pursue
2:29:50
these objectives throughout the game.
2:29:53
Concept. Provide rewards
2:29:55
for efficient resource
2:29:57
management. Implementation.
2:30:00
In terraforming Mars, players
2:30:02
gain resources that can
2:30:04
be used to build
2:30:06
projects, incentivizing careful planning
2:30:08
and management of their assets.
2:30:11
Three, achievements and milestones.
2:30:13
Concept. Offer rewards for
2:30:15
reaching certain milestones or
2:30:18
achievements. Implementation. In
2:30:20
Gloom Haven, players receive new
2:30:22
abilities by leveling up
2:30:24
and new characters by
2:30:26
completing quests. motivating them
2:30:28
to work towards these goals.
2:30:30
4. Risk versus reward.
2:30:33
Concept. Design choices that
2:30:35
involve weighing potential
2:30:37
risks against rewards.
2:30:40
Implementation. In debt of winter,
2:30:42
when players are searching for
2:30:44
items, they must decide whether
2:30:46
to keep searching for higher
2:30:49
rewards at the risk of
2:30:51
attracting zombies or be satisfied
2:30:53
with what they already found.
2:30:55
5. variable player powers.
2:30:57
Concept. Give players unique
2:31:00
abilities or advantages.
2:31:03
Implementation. In root, each
2:31:05
faction has distinct abilities
2:31:07
and goals incentivizing players
2:31:10
to leverage their unique
2:31:13
strengths to win. Six, in-game
2:31:15
currency. Use in-game currency
2:31:18
as an incentive for
2:31:20
various actions. Implementation.
2:31:23
In Monopoly, players earn
2:31:25
money by acquiring properties
2:31:27
and charging rent, driving
2:31:30
the core gameplay loop.
2:31:32
7. Hitting Goals. Concept.
2:31:34
Provide secret objectives
2:31:36
that players work
2:31:38
towards. Implementation.
2:31:40
In Syth, players have
2:31:43
personal objectives that offer
2:31:45
additional points if
2:31:47
completed, adding a layer of strategy
2:31:50
and surprise. Concept
2:31:52
Create systems where actions
2:31:55
lead to immediate and
2:31:57
noticeable feedback. Implementation
2:32:00
In Ticket to Ride, players
2:32:02
immediately see the impact of
2:32:04
completing a route on their
2:32:06
score and board position, reinforcing
2:32:08
their actions. 9. narrative
2:32:11
progression. Concept. Give
2:32:13
players a story to progress through
2:32:15
to see how it ends. Implementation.
2:32:18
In Time Stories, players become
2:32:20
protagonists in the story,
2:32:22
making choices that reveal new
2:32:25
plot elements and outcomes. More
2:32:27
things to think about. Balance
2:32:30
is key. A fun game must balance its
2:32:32
incentives to avoid dominant strategies
2:32:35
that make the game predictable.
2:32:37
Balancing incentives involves ensuring
2:32:39
that no single strategy is
2:32:42
overwhelmingly better than others, providing
2:32:44
players with a variety of
2:32:46
viable options to explore.
2:32:48
Align incentives with the theme. Incentives
2:32:51
should feel organic and integral
2:32:53
to the game's theme. For example,
2:32:55
in a game set in
2:32:57
medieval times, Incentives might include
2:33:00
gaining land, building castles, or
2:33:02
accumulating wealth, which all align with
2:33:04
the historical context. Gradual
2:33:07
Complexity Introduce simple
2:33:09
incentives early in the game, and
2:33:11
more complex ones as the game
2:33:14
progresses. This approach helps new
2:33:16
players learn the game, without
2:33:18
feeling overwhelmed while providing depth
2:33:20
for experienced players. Diversify
2:33:23
incentives for different player
2:33:25
types. recognize that different
2:33:27
players enjoy different types of
2:33:30
incentives. Some may prefer competitive
2:33:32
challenges, while others might enjoy
2:33:34
cooperative elements or simply want
2:33:36
to explore the game's narrative.
2:33:39
And most importantly, fun equals
2:33:41
winning. The things that make your game
2:33:43
fun to play should also be the
2:33:45
things that help players win. If a boring
2:33:48
strategy gets the most victory
2:33:50
points, players will be incentivized
2:33:52
to do it, but they won't have much
2:33:54
fun along the way. For example
2:33:57
in ghost stories you win when the
2:33:59
final body is defeated, which takes
2:34:01
careful planning, collaboration, and mitigating
2:34:03
bad die rolls as much
2:34:06
as possible. Those are also
2:34:08
the things that make the
2:34:10
game fun. And when having
2:34:12
fun leads to winning, people
2:34:14
have a tendency to want
2:34:16
to play again. It also
2:34:18
means that even when players
2:34:21
lose, they had fun along
2:34:23
the way, and want to
2:34:25
play again. Conclusion. Incentives are
2:34:27
not just rewards. They are
2:34:29
the guiding forces that make
2:34:31
a board game intriguing, challenging,
2:34:34
and fun. They are crucial
2:34:36
for directing gameplay, enhancing player
2:34:38
interaction, and ensuring that every
2:34:40
game session provides a unique
2:34:42
and memorable experience. As a
2:34:44
game designer, understanding and skillfully
2:34:47
implementing incentives is essential to
2:34:49
creating games that captivate and
2:34:51
engage a diverse audience of
2:34:53
players. Through thoughtful design and
2:34:55
careful balancing, Incentives can transform
2:34:57
a simple concept into a
2:34:59
beloved game on any shelf.
2:35:02
What's your best advice for
2:35:04
how a designer can make
2:35:06
a fun game? I've had
2:35:08
great ideas while working on
2:35:10
a game, but scrapped them
2:35:12
or written them down for
2:35:15
future use because they didn't
2:35:17
fit what my target audience
2:35:19
would enjoy. Are you designing
2:35:21
for gamers? Is this a
2:35:23
family game? Are you aiming
2:35:25
for mass market? Those are
2:35:28
potentially very different types of
2:35:30
games. with audiences that find
2:35:32
different things fun. Know what
2:35:34
your end goal is, research
2:35:36
that market, and design with
2:35:38
that in mind. Kane Klenko
2:35:40
Chapter 19 Unlocking Engagement Applying
2:35:43
Nicole Azaro's four keys to
2:35:45
fun and board game design.
2:35:47
Creating a game that captivates
2:35:49
players keeping them engaged from
2:35:51
start to finish is a
2:35:53
challenging yet rewarding endeavor. and
2:35:56
Nicole Azaro's framework, the four
2:35:58
keys to fun, provides invaluable
2:36:00
insights that can be directly
2:36:02
applied to board game design.
2:36:04
These keys, hard fun, easy
2:36:06
fun, serious fun and people
2:36:09
fun, offer a holistic approach
2:36:11
to crafting experiences that resonate
2:36:13
with different players' preferences. I
2:36:15
encourage you to dive into
2:36:17
Nicole's entire framework when you
2:36:19
have a chance, but here's
2:36:21
a summary of how it
2:36:24
can be applied to the
2:36:26
game design process. One, hard
2:36:28
fun, challenging yet satisfying. Hard
2:36:30
fun is at the heart
2:36:32
of many classic and strategy
2:36:34
heavy board games. This type
2:36:37
of fun stems from the
2:36:39
challenge strategy and problem-solving aspects
2:36:41
that demand player involvement. To
2:36:43
implement hard fun in games,
2:36:45
incorporate strategic depth, design mechanics
2:36:47
that allow players to make
2:36:50
meaningful choices. For instance, in
2:36:52
games like chess or terraforming
2:36:54
Mars, each decision impacts the
2:36:56
game's outcome, rewarding strategic planning
2:36:58
and tactical adjustments. Offer graduated
2:37:00
challenges. To keep the game
2:37:02
accessible, yet challenging, Structure gameplay
2:37:05
to increase its complexity. This
2:37:07
can be achieved through progressive
2:37:09
leveling or scenarios that introduce
2:37:11
new challenges as the game
2:37:13
advances. Give feedback and rewards.
2:37:15
Provide clear feedback for player
2:37:18
actions, particularly when overcoming challenges
2:37:20
or achieving significant milestones within
2:37:22
the game. Rewards can be
2:37:24
intrinsic, like gaining personal satisfaction
2:37:26
for pulling off a ridiculous
2:37:28
combo or extrinsic. such as
2:37:31
earning victory points or piles
2:37:33
of money. 2. Easy Fun.
2:37:35
Curiosity and Exploration. Easy Fun
2:37:37
is about immersing players and
2:37:39
an experience that arouses curiosity
2:37:41
through exploration, role-playing, or narrative.
2:37:44
This key focuses on the
2:37:46
sensory and imaginative aspects of
2:37:48
fun and can be implemented
2:37:50
in these ways. Rich storytelling.
2:37:52
Create a compelling narrative that
2:37:54
pulls players into the game's
2:37:56
world. Games like Tales of
2:37:59
the Arabian Nights excel by
2:38:01
allowing players to explore stories
2:38:03
and make choices that influence
2:38:05
the narrative's direction. Estetic appeal.
2:38:07
Invest in high quality thematic
2:38:09
art and design elements that
2:38:12
enhance the visual and tactical
2:38:14
experience of the game. The
2:38:16
artwork in games like Tokaido
2:38:18
not only serves a functional
2:38:20
purpose, but also helps to
2:38:22
create a vivid immersive world.
2:38:25
Open-ended exploration. design elements of
2:38:27
the game that encourage players
2:38:29
to explore different strategies or
2:38:31
outcomes without punishing them for
2:38:33
experimentation. This could be through
2:38:35
modular boards, random event cards,
2:38:37
or multiple paths to victory.
2:38:40
For example, in Everdell, players
2:38:42
can choose from various strategies
2:38:44
to build their woodland city,
2:38:46
focusing on constructing buildings, recruiting
2:38:48
critters, or gathering resources. The
2:38:50
games open-ended nature and numerous
2:38:53
paths to victory encourage players
2:38:55
to experiment with different approaches
2:38:57
fostering a sense of discovery
2:38:59
and creativity. 3. Serious Fun
2:39:01
Real World Benefits Serious Fun
2:39:03
ties the enjoyment of gameplay
2:39:06
to real-world outcomes, values or
2:39:08
learning. This key is particularly
2:39:10
powerful in educational or lifestyle
2:39:12
games, but can be subtly
2:39:14
integrated into any board game
2:39:16
in the following ways. Educational
2:39:18
Value. Design games that teach
2:39:21
or inform. For instance, Ticket
2:39:23
to Ride subtly educates players
2:39:25
about geography and strategic route
2:39:27
planning while engaging them in
2:39:29
competitive gameplay. Players learn about
2:39:31
various cities and countries as
2:39:34
they build train routes across
2:39:36
a map, enhancing their geographical
2:39:38
knowledge and planning skills through
2:39:40
a fun and casual experience.
2:39:42
Themes with real-world connections. Utilize
2:39:44
themes that reflect real-world activities,
2:39:47
conflicts, or scenarios, which can
2:39:49
lead to greater player empathy
2:39:51
and understanding, as seen in
2:39:53
games like This War of
2:39:55
Mine. Reward cooperation and reflection.
2:39:57
players to reflect on their
2:39:59
actions and their consequences, potentially
2:40:02
rewarding cooperation or decisions that
2:40:04
align with real-world values or
2:40:06
ethical considerations. For instance, in
2:40:08
Hanabi, players must work together
2:40:10
to create the best possible
2:40:12
fireworks display by playing cards
2:40:15
in the correct sequence. However,
2:40:17
players cannot see their own
2:40:19
cards, so they must rely
2:40:21
on cooperation and communication. This
2:40:23
cooperative gameplay not only fosters
2:40:25
teamwork and strategic thinking, but
2:40:28
also encourages players to consider
2:40:30
the impact of their actions
2:40:32
on the group's success. 4.
2:40:34
People fun. Social interaction. People
2:40:36
fun focuses on the social
2:40:38
interactions that games facilitate. This
2:40:40
is where multiplayer games shine,
2:40:43
by creating a framework for
2:40:45
players to interact, compete, and
2:40:47
cooperate, and you can create
2:40:49
this type of fun in
2:40:51
the following ways. Foster interaction.
2:40:53
Design mechanics that require player
2:40:56
interactions such as trading, negotiating,
2:40:58
or teamwork. Games like Catan
2:41:00
and Sherlock Holmes, consulting detective,
2:41:02
thrive on player interactions that
2:41:04
lead to interesting and fun
2:41:06
social engagements. Include roles and
2:41:09
characters. Allow players to assume
2:41:11
roles or characters with unique
2:41:13
abilities and perspectives. Enhancing the
2:41:15
social and role-playing elements of
2:41:17
the game. Sheriff of Nottingham
2:41:19
does this well. with players
2:41:21
bluffing and negotiating their way
2:41:24
to victory. Add social deduction
2:41:26
elements. Incorporate elements of social
2:41:28
deduction to encourage discussion, deceit,
2:41:30
and detection, which can lead
2:41:32
to lively group dynamics and
2:41:34
memorable gameplay experiences, as seen
2:41:37
in games like Wherewolf and
2:41:39
Murder in Hong Kong. Conclusion.
2:41:41
By understanding and applying these
2:41:43
four keys to fun, you
2:41:45
can create more engaging and
2:41:47
enjoyable games. and appeal to
2:41:50
a variety of players. Each
2:41:52
key opens different doors for
2:41:54
creativity and player engagement. making
2:41:56
your game not just a
2:41:58
product, but an experience that
2:42:00
stands out in the crowded
2:42:02
board game market. What's your
2:42:05
best advice for how a
2:42:07
designer can make a fun
2:42:09
game? A key thing is
2:42:11
just to value fun over
2:42:13
things. You can only maximize
2:42:15
one variable. Which game is
2:42:18
more fun? The most fun
2:42:20
game or the best balanced
2:42:22
game. It could be a
2:42:24
tie. Otherwise, the more fun
2:42:26
game is more fun. Donald
2:42:28
X Vacarino. Chapter
2:42:31
20 Harnessing the 8 kinds
2:42:33
of fun in board game
2:42:35
design. Understanding the various ways
2:42:37
people find enjoyment in games
2:42:39
can dramatically enhance how you
2:42:41
approach game creation. I recently
2:42:43
found a framework called the
2:42:45
8 kinds of fun by
2:42:47
video game designer Mark LeBlanc.
2:42:49
And even though it was
2:42:51
created based on digital games,
2:42:53
it still provides a comprehensive
2:42:55
lens through which to view
2:42:57
and design board games. So
2:42:59
this chapter explores how each
2:43:01
type of fun can be
2:43:03
effectively integrated into board game
2:43:05
design to creating engaging and
2:43:07
memorable experiences. 1. Sensation. Creating
2:43:09
a rich sensory experience. Board
2:43:11
games that excel in providing
2:43:13
sensation affect players' senses in
2:43:15
various ways to deliver a
2:43:17
compelling aesthetic and tactile experience.
2:43:19
High quality components, beautifully illustrated
2:43:21
cards and detailed miniatures. contribute
2:43:23
significantly to this kind of
2:43:25
fun. Games like Azul with
2:43:27
its pleasingly bright and chunky
2:43:29
tiles ever dealt with its
2:43:31
charming 3D tree and intricate
2:43:33
artwork, and too many bones
2:43:35
with its weighted poker chips
2:43:38
demonstrates how sensory pleasures can
2:43:40
enhance the enjoyment of the
2:43:42
gameplay. 2. Fantasy in Board
2:43:44
Games allows players to step
2:43:46
into another role or world.
2:43:48
escaping reality for the duration
2:43:50
of the game. and designing
2:43:52
games with a strong thematic
2:43:54
narrative where players feel immersed
2:43:56
in a role or setting
2:43:58
caters to this type of
2:44:00
fun. Oatsworn, for example, plunges
2:44:02
players into a dark evolving
2:44:04
fantasy world where their decisions
2:44:06
have lasting consequences, allowing them
2:44:08
to live out heroic adventures.
2:44:10
Narrative fun comes from a
2:44:12
game's ability to tell a
2:44:14
story in which players feel
2:44:16
actively involved. Integrating narratives that
2:44:18
unfold as the game progresses
2:44:20
can turn an ordinary game
2:44:22
night into a memorable adventure.
2:44:24
Games like destinies, stuffed fables,
2:44:26
and pandemic legacy allow players
2:44:28
to impact and be part
2:44:30
of an unfolding narrative over
2:44:32
the course of one game
2:44:34
or multiple sessions. 4. Challenge.
2:44:36
Engaging players intellectually. Challenge is
2:44:38
a fundamental aspect of many
2:44:40
board games and involves providing
2:44:42
players with obstacles that are
2:44:44
satisfying to overcome. This can
2:44:46
be achieved through strategic decision-making,
2:44:48
puzzle-solving or competition. Games like
2:44:50
Last Bastion and The Captain
2:44:52
is Dead require strategic planning
2:44:54
and adaption, while games in
2:44:56
the unlocked series offer players
2:44:58
a rigorous mental workout as
2:45:00
they figure out various puzzles,
2:45:02
all of which is intellectually
2:45:04
rewarding and fun to a
2:45:06
large segment of the gaming
2:45:08
market. 5. Fellowship Fostering Social
2:45:10
Interaction Many players are drawn
2:45:12
to board games primarily for
2:45:14
social interaction. Games that promote
2:45:16
fellowship allow players to engage
2:45:18
in cooperation and or competition
2:45:20
or simply socialize in a
2:45:22
structured way. Eldrich horror exemplifies
2:45:24
this with its cooperative gameplay,
2:45:26
requiring players to work together
2:45:28
to save the world. enhancing
2:45:30
both social interaction and teamwork.
2:45:32
Code names is another great
2:45:34
example as players try to
2:45:36
help each other make correct
2:45:38
guesses using sim- a word
2:45:40
and a number with often
2:45:42
comical results. Six, discovery, exploring
2:45:44
new frontiers. Games that encourage
2:45:46
exploration and discovery tap into
2:45:48
the joy of uncovering new
2:45:50
strategies, secrets, or narrative elements.
2:45:52
Designing games with dynamic environments
2:45:54
or varied strategic possibilities can
2:45:56
give players a sense of
2:45:58
discovery in every game. Seventh
2:46:00
continent, with its massive map
2:46:02
tiles to discover in every
2:46:04
game. takes players on an
2:46:06
exploration-driven adventure, where each new
2:46:08
tile provides something new to
2:46:10
uncover. However, it can be
2:46:12
just as fun to explore
2:46:14
a game's core mechanism. For
2:46:16
example, Dominion allows players to
2:46:18
dive into the many nuances
2:46:20
of deck building, and its
2:46:22
enormous number of cards ensures
2:46:24
that no two games are
2:46:26
the same, continually offering new
2:46:28
strategies to discover. allowing personalization
2:46:30
and self-discovery. Expression deals with
2:46:32
the players' desire to project
2:46:34
their identity into the game,
2:46:36
through customization or strategic choices
2:46:38
that reflect their personal style
2:46:40
or values. Games like Dungeons
2:46:42
and Dragons and other RPGs,
2:46:44
role-playing games, allow users to
2:46:46
create characters down to the
2:46:48
finest detail and then occupy
2:46:51
that character throughout a campaign
2:46:53
with near infinite possibilities. 8.
2:46:55
Submission. Enjoying the act of
2:46:57
play. Some games are enjoyed
2:46:59
simply for the experience of
2:47:01
playing, not necessarily for competition
2:47:03
or achievement. These games are
2:47:05
often relaxing and can be
2:47:07
seen as a way to
2:47:09
unwind. Mythwind is a great
2:47:11
example, offering simple, cozy gameplay
2:47:13
that doesn't demand too much
2:47:15
mental strain, allowing players to
2:47:17
relax and engage casually with
2:47:19
the game and each other.
2:47:21
Integrating these eight types of
2:47:23
fun into board game design
2:47:25
isn't about packing all
2:47:27
eight into
2:47:29
every game, but
2:47:31
understanding your
2:47:33
target audience and
2:47:35
what kinds of
2:47:37
fun will
2:47:39
most appeal to
2:47:41
them. By By
2:47:43
focusing on
2:47:45
delivering specific types
2:47:47
of fun
2:47:49
effectively, you you
2:47:51
can create games
2:47:53
that resonate
2:47:55
more deeply with
2:47:57
players, leading leading
2:47:59
to experiences
2:48:01
that are returned
2:48:03
to and
2:48:05
cherished for many
2:48:07
years. whether And
2:48:09
whether you're
2:48:11
enhancing the sensory
2:48:13
aspects of
2:48:15
a game to
2:48:17
heighten its
2:48:19
physical appeal or
2:48:21
weaving intricate narratives
2:48:23
that captivate
2:48:25
and tell memorable
2:48:27
stories, each type
2:48:29
of fun offers unique pathways
2:48:31
to enchanting the the creating
2:48:33
successful games. games. What's your
2:48:35
best advice for how a designer can
2:48:37
make a fun game? a fun game? No game is
2:48:40
game is for everyone, so don't bother
2:48:42
trying to make a game for everyone.
2:48:45
Make a game for your audience, no
2:48:47
matter how small that audience is.
2:48:49
audience a game that some people
2:48:51
love and some people hate. some people hate.
2:48:53
Nikki Valens.
Podchaser is the ultimate destination for podcast data, search, and discovery. Learn More