Expressing Rules

There are some really awful rule books out there, many are mediocre and there are a few exceptional ones that clearly show how to play the game. Most gamers can agree with that sort of statement. What they can’t agree on is which of the rulebooks are the good ones – people seem to learn in very different ways which dramatically affects their enjoyment of games. Long time readers of this blog may remember this:

Flowchart

Continue reading

Quality in Context

I’m presently sorting through hundreds of cards for the SatW game, in the hopes of cutting the game down to a more reasonable size. I’ve played a lot of games with this prototype and have plenty of notes about each card. The most useful “at a glance” measure is that I’ve been ending playtests by asking “Which cards did you like? Which ones made the game worse?” and putting a plus or minus next to each card that gets mentioned (depending on whether it’s a positive or negative mention). This is less useful than you’d think.

posinegative

Continue reading

Bloat and Refine

I’m trying a new process with my latest game. It’s quite a simple idea:

  1. Take something with a lot of elements.
  2. Duplicate each element.
  3. Modify each new element into something else.
  4. Test all elements.
  5. Delete the weakest half.
  6. Finish up with something that’s working even better.

Let’s talk about how that’s gone and the strengths and weaknesses of the approach.

mitosis

Continue reading

Optional Complexity

When watching a set of new players try a game and comparing their experiences to advanced players, it seems apparent that they’re not really playing the same game. I’ve been playing a bit of Legendary Encounters: Predator recently. The experience of someone who’s worrying about deck thinning and average damage curves is having a very different experience to someone who just hits the biggest thing they can and then buys the biggest thing that they can. While one is obviously more effective in terms of winning the game, I don’t think that it’s necessarily more fun. Both seem like valid ways to enjoy the game.

elephant

Continue reading

Adult Content

I don’t really shy away from any particular type of content in my game design, I like to stick to whatever the game feels like it needs. In 404 and Wizard’s Academy that didn’t produce anything particularly out of place. Thematically they’re both funnier than they are dark. There are hints of bad things in them, of course, but ultimately I’ve had more comments that the dead monkey token is “cute” than people complaining about the objectives like turn a human into pie and feed it to another human (colloquially: The Sweeney Todd objective).

tokens

Continue reading

SatW Prototypes

I wanted to update a few people on my progress on the Scandinavia and the World game, but realised it’d be easier if I could embed pictures of prototype cards into the email and eventually came to the conclusion that I’d do well to write a blog post instead and direct interested parties to that. If you’re reading this as someone who generally enjoys my thoughts on game design, welcome, I hope you enjoy any insight this offers into the process – but please be aware that this post isn’t really intended to be illustrative in the way that the others are.

Continue reading

Approaching a new idea: Information Rationing

I’m up to prototype #6 for Scandinavia and the World and one of them has lead me into some interesting design terrain that I’d not been thinking about explicitly before: If a game relies on limited information, how should that information be controlled? What are the minimums and maximums of information that it is okay to release? What is the relative value of obtaining information to the player?

secret

Continue reading