Saturday, May 11, 2013

The Beautiful Dilemma

One of the main goals of game design is to present the players with dilemmas. Without them, player decisions--if there are any--will seem too obvious, and the game will lack tension.

I actually consider games without dilemmas to be more like spectator sports. Some people are perfectly content to be spectators in game. They play Candyland or LCR just because they like to watch how things will turn out. To them, playing a game is just another alternative to watching a football game on TV. They do not have any influence on the outcome, but they are drawn in by the action. And they would rather "veg out" than be burdened by tough decisions.

I, however, am not content to be a spectator when I play games. I need to be drawn in by the interactions with the game system and the other players. A game engages its players by providing interesting decisions, in which there are no obviously correct paths to take.

"You can't always get what you want..." - Mick Jagger

The best game experience I can have is when its mechanics present me with several good options every turn. And then it hits me with a beautiful dilemma:

Each turn, I can always do something good, but I cannot do everything that I want to now.

Monday, April 22, 2013

Designing for Competitions

Advantages of Entering Competitions

Game design competitions can be helpful in many ways, especially for the hobby designer (i.e. one that does not work for a publisher or does not depend on game design income).

First, it usually provides clear boundaries as to game materials and other factors, such as target group and even theme.  These outside limits help a designer immediately focus.  I've written before about the need of self-imposed limits, when one is designing on spec rather than on a contract basis.  A competition usually has many of these limits built-in.

Friday, March 29, 2013

Tossing the Point Salad


"Welcome to the show where everything's made up and the points don't matter," Drew Carey was famous for saying at the introduction of the hit improv comedy series, Who's Line is it, Anyway? Lately, I've thought that this same phrase could apply to the that niche-within-a-niche in the boardgame market: complex Eurogames. Afterall, the exotic themes often have much less to do with the mechanics than simply to add a little color to the graphic presentation, and the points...well, there's so many of them to be had, that I can often hear Carey's voice in the back of my head each turn, exclaiming with a smile, "A thousand points for everyone!"

In the comment section of a review of prolific game designer Stefan Feld's newest gamer's game, Bora Bora, Ben McJunkin of the Opioniated Gamers used the term "Point Salad" to describe what has become a popular scoring mechanism in these complex games:

Thursday, March 14, 2013

Motivation

I wrote in an earlier post on why I design games, but recently I took a moment to think about what motivates me to work on a particular design over another one.  It’s true that most designers are never short of game ideas.  I have computer files and 3-ring binders full of them, but since my job (not as a game designer) and family take priority, I only have a limited amount of free time to work on them.  So how do I decide which one to develop further?

Sunday, February 10, 2013

Should Game Designers Play Other Designers’ Games?

Because our weekly playtesting group at the Spielwiese is open to anyone to participate, either as a playtester or designer, we see all kinds of prototypes.  Some new designers bring fresh and innovative ideas that challenge and inspire our core group.  More often than not, however, the “new” designs are only slight variations of games that already exist.  And more often than not, the designers have no idea that their “inventions” have existed for some time.

My advice to every one of them: ''Play other people’s games.  Lots of them.  Look at the shelves around us piled high with over a thousand games of every kind, and tell me how many of these you have played.  And if you do not have regular gaming groups to try out many of them, read about them online or watch video reviews in order to get an idea of what has already been done."

Most game designers I know have the same approach. There is one very prominent designer, however, who disagrees.

Saturday, November 3, 2012