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.
Reiner Knizia, one of the most prolific game
designers in the business, has revealed more than once that he does not play
other designer’s games. And one
reason, of course, is that with so many of his own prototypes to playtest and
all the time needed to market his designs, he simply has no time left over for
“regular” game nights. That part
is perfectly understandable. However, Knizia goes further in claiming that this gives him an advantage, as
quoted in this interview:
“Not knowing many other games is a big competitive advantage for me.
Other game designers obviously cannot contain themselves and play many other
games, claiming that this is important for market research. Of course it is
mainly for entertainment! By doing so, they spoil themselves with other
people’s ideas. I believe that the evolution of the human brain is not entirely
geared towards game design: the design process requires a lot of decisions,
small ones as well and big ones, how to handle and how to solve many of the
tricky game situations. Now, the human brain has evolved to learn from
experience. In game design this means that if you already know the solution
another designer has applied to a similar feature, the brain irresistibly
meanders towards this solution. As I do not know these solutions, my brain is
free to develop my own innovative ideas…”
I understand where he is coming from, but I
disagree with his assertions—even when it applies to his own work—and I find
his comments a bit condescending toward his competitors.
Inspired
and Challenged by What is Possible
First of all, seeing and experiencing games from
other designers gives us the opportunity to see what is possible. Would
engineers have built rockets if they had not first seen airplanes take flight? For innovators, seeing what has been done before is inspiring, not
limiting.
Furthermore, I cannot imagine advising young
authors not to read anyone else's books, or young painters not to ever set foot
in a museum or gallery. Books inspire a new generation of writers, just as museums inspire a new generation of artists.
Certainly, the temptation exists in game design to
re-use mechanisms from other games, but the best designers use the best work of their competitors as a challenge, and they have the discipline to innovate in their own
work.
Innovation, by the way, is always a relative term,
and it often means “finding new uses for existing elements”—especially in
boardgame design.
And Knizia unsurprisingly borrows from earlier
game mechanisms too. Because he no
longer has the time to play the latest games, however, these mechanisms are
sometimes quite a bit older. Take his Lord
of the Rings: The Confrontation, for example, which clearly builds on the
classic Stratego. And what about Carcassone: The City, his own 2-player
variation on that popular brand innovated by Klaus Jürgen-Wrede?
Blue Moon was inspired by Collectible Card Games like Magic: The Gathering, and Fits is a clever boardgame adaptation of the PC hit Tetris. He claims in a
lecture on his own website that Pickomino
was his own attempt to make a "better Yahtzee,” and in the same lecture, he speaks of
wanting to update Monopoly as well.
I personally enjoy Knizia’s original takes on
existing mechanisms, and I’m sure I would not be alone in welcoming more of
that. Who would not want to see what he could do with the popular
“deck-building” mechanism, for example?
Instead Knizia has unfortunately spent the last
several years borrowing—not from others—but from himself. It seems that limiting one's self to playing one's own games can be just as detrimental to a designer’s creativity. He’s proven that point with countless
variations and re-themes of his most popular mechanisms. We’ve seen no less
than six variations, for example, of his “cards in ascending or descending
order” mechanism first introduced as Lost
Cities in 1999. Most recently, when a “new” card game themed around The
Hobbit was announced, it made no mention that it was really just a new version
of Lord of the Rings: The Fellowship Card
Game from 2001.
Knizia proves by his recent output that avoiding
other people’s games is not necessarily the solution to keep the brain from
“irresistibly meandering” towards an already-proven solution, rather than
pushing for innovation.
Avoiding
What Has Already Been Done
When showing a new prototype at a convention a
couple of years ago—so the story goes—Knizia was alerted by one of the
playtesters to a game that had been on the market several years already and was almost identical to his prototype. The game
was Qwirkle, and Knizia realized that he had been
investing time developing a game that had already been invented—and was about
to win the Spiel des Jahres (German
Game of the Year) award.
To his credit, he communicated with Qwirkle designer Susan McKinley Ross,
but it still disappointing to me that he did not offer to co-design a Qwirkle Card Game with her, and instead sold his prototype as a solo design to another publisher. Furthermore, the game, Big Five, was released the same year that Qwirkle
won its award and has since gone out of print, while Qwirkle continues to sell.
Knizia's career strategy for designing and selling
his games seems to be working for him, and that's fine. I don't like it when
I'm playing a game, and others tell me how I should be playing. And no
other designer has any right to tell Knizia how he should conduct his business.
He's had an amazing career, and many of his games from a decade ago will
always be classics in my collection.
But I disagree with his stated philosophy to avoid researching other designers’ games, and it’s obvious that he does not always follow it himself. Furthermore, his own designs of late have lacked the innovation that his competitors have been producing, and they deserve respect.
In the end, game design comes down to
discipline--not designing in a bubble. One can be inspired by
a great many things, whether they are the themes and mathematics that permeate our
lives and collective history, or the creativity and innovation that has gone on
before and is happening around us every day. We all need inspiration, but the best designers are those
who can focus that inspiration and push their minds beyond the easy answers to
find innovation in an already-innovative field.
As Knizia says—and I wholeheartedly agree, when it
comes to game design:
“You can have anything in life, but not
everything….”
4 comments:
In theory, I completely agree with you - we should all play as many games from other designers as possible. The only real issue is time. With only 24 hours a day and 7 days a week, the more games I design, the less time I have for other designers' ones.
I agree with Jeffrey. For me, it's important to play a lot, it's stimulating and often entertaining even if I'm trying to analize the game I'm playing.
Bruno is right, there's no time to play everything, but I think that as a designer (or even a player) grows more experienced, he can be more selective, because he got the "tools" to discern what is worth playing and what is not, at least in theory.
A comparative situation in writing is David Eddings. He stated in Riven Codex that he never read other Fantasy novels (Besides LOTR in his younger years). And because of that almost everything he wrote after Belgariad was derivative of his own work, so it stagnated. I still consider him an inspiration in my own work, but by choice, I developed away those base-lines. When game designing I do the same thing. I even started a game, then discovered that my personal favorite designer (Uwe Rosenberg) was working on a game on the same subject. Once I played the game and realized that my game design was not the same, I took the time to learn from that, and further separate my design in order to avoid being derivative myself.
I agree that it is difficult to find time to play other games, as I've reach the point where I enjoy designing and playtesting my own games more than trying to keep up with the flooded marketplace. If I read about games and designers who are taking the medium in new directions, however, I make it a point to play those games in order to see what is still possible and to challenge myself to take the medium in new directions.
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