My new book will help you find the FUN

My new book will help you find the FUN

Released Thursday, 20th March 2025
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My new book will help you find the FUN

My new book will help you find the FUN

My new book will help you find the FUN

My new book will help you find the FUN

Thursday, 20th March 2025
Good episode? Give it some love!
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Episode Transcript

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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.

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