Board Game Design Basics: Atmospheric Pressures

When you’re imagining a new game, you’re probably thinking about its clever mechanics, its dynamic world and characters, and its gorgeous art. It can be easy to forget about your players. And I don’t just mean their experience with the game, because as a game designer, your responsibilities don’t end there. You should consider the context in which your game will be played: the social and physical settings, what is appropriate and realistic in those settings, and whether your game will fit naturally there or not.

I started to explore issues of game context in my first Board Game Design Basics series about time, and today I want to expand on that. I’ll be covering some of the physical and social constraints of board games.

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On the Road

Well hello there! For the past couple of months I’ve been focusing on writing theory posts all about game design, but today I’m going to mix things up a bit and talk about some of the adventures I’ve had recently.

Shortly after the Corporate America Kickstarter concluded, I realized I needed to start getting out more and showing off the game in person. Earlier this year I went to my first convention, DunDraCon, where I had a marathon session of Corporate America games. It was a lot of fun (if pretty exhausting), and I’m really looking forward to KublaCon, which is just around the corner (even though I will be missing out on a backpacking trip to go ;_; ).

When Carey (right) isn't burning money, he's usually brewing beer.

When Carey (right) isn’t burning money, he’s usually brewing beer.

But I’m posting this from the other side of the world: Edinburgh, Scotland. I’m here to visit my brother, an up and coming brewer, but this is honestly just the icing on a very tasty cake. Before crossing the Atlantic, I stopped in New York, where my main objective was: the Different Games conference.

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Design Analysis: King of Tokyo

After finishing a game of King of Tokyo recently, a friend pointed out that nothing about the game is actually described on the box. I was surprised to discover she was right. (Update: I was wrong about this. See the update at the bottom of the post for details.) Sure, there’s the usual basic stats: the required number of players, the minimum age, and the estimated game time. But otherwise it’s pretty much just illustrations of big monsters attacking a coastal city. There aren’t even pictures of the game components–you’d never know it’s a dice game by looking at the box. It’s just pretty pictures, the game’s name, and the designer: Richard Garfield.

The back of the box for King of Tokyo: the game that needs no description. Image from Board Game Geek.

The back of the box for King of Tokyo: the game that needs no description. Image from Board Game Geek.

For many people, “Richard Garfield” is all you need to know.

Europe has its fair share of rockstar game designers, but in the United States, Richard Garfield really towers above the competition. Best known for creating Magic: The Gathering, and with it the ridiculously lucrative trading card game genre, Garfield is actually quite prolific with a wide ranging portfolio. Over the years he has released many games in a variety of styles, from the zany robot programming game RoboRally to the recently revamped, hidden information thriller Android: Netrunner. He has even delved into party games: growing up, I spent countless hours playing the little known What Were You Thinking. And King of Tokyo is his venture into the world of light weight dice games.

King of Tokyo takes the classic dice game trope of roll, re-roll, re-roll, score, and adds a few extra layers. What results is a game that is extremely accessible and surprisingly deep. Mechanisms in the game ensure that there are many strategies that can lead to victory, but players are never overwhelmed with options. Similarly, the game has lots of interaction, but prevents players from getting picked on.

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Designing for the Irrational

I recently finished Daniel Kahneman’s excellent Thinking, Fast and Slow. (Thanks Mike!) In it, Kahneman discusses some of the counter-intuitive ways our brains work, supporting those claims with empirical evidence.

A book with applications to everyday life and many disciplines. Game design is the best discipline, of course.

A book with applications to everyday life and many disciplines. Game design is the best discipline, of course. Image from Wikipedia.

Game design involves a lot of different facets, from graphic design to storytelling to system creation, but at its heart it is about creating experiences in the minds of players. That means that ultimately, game design is about psychology, so understanding some counter-intuitive truths about human circuitry is a great way to make sure your designs are incorporating sophisticated and nuanced mechanics that create rich experiences.

Today I’m going to share a few of the observations from Thinking, Fast and Slow and relate them to game design. In doing so, I hope to not only offer some practical suggestions on how to improve your own design strategies, but also to encourage you to approach game design from a different perspective.

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Board Game Design Basics: Playtest! Part II

Last time on Board Game Design Basics, I gave a theoretical justification of playtesting and discussed some of the types of playtests you’ll be running over the course of developing your game. Today I’ll pick up where I left off, getting to more practical matters like who should playtest and how to make use of data and feedback. Let’s dive right in!

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Board Game Design Basics: Playtest! Part I

As a game designer, you’ll probably spend more of your time playtesting than doing anything else. Awesome! What’s more fun than playing games all the time?

While playtesting your game should be fun (why would you want to be a designer if you didn’t enjoy playing games?), you can’t forget that you’re working, so it’s important to take it seriously and make sure you’re doing it efficiently. Today I want to discuss some ideas that will help you do just that.

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Board Game Design Basics: Engage

Alright, your latest design is a masterpiece. On each player’s turn, that player first allocates workers, then collects resources, then builds units and buildings, then advances on the tech tree, then secretly declares attacks against other players, then rolls to determine battle outcomes, then moves military units to conquered territories, then allocates experience points to individual units. Finally, the player wakes up the next player so he or she can take a turn.

Make like Picard and engage. Image from deviantart.

Make like Picard and engage. Image from deviantart.

Today, we’re going to talk about engagement.

Engagement is maintaining player’s attention and interest. While there are times when you might not want to fully engage players (bathroom breaks and non-game socializing can be nice), engagement is generally a very good thing. Having a break when you need one is good, but being forced to take a break, especially a long one, when all you want to do is play a freakin’ game is a very bad thing.

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Board Game Design Basics: It’s about Time

I know what you’re thinking. You’re going to have three boards. One will contain the map of the world. This is where you’ll place your armies. One will have a detailed economic simulation. The last one will contain all the random information necessary for the game, like the weather simulation and the relative power of the rival religions.

It’s going to be awesome.

Time: it's a big deal.

Time: it’s a big deal.

Or rather, it would be awesome, if anyone had the time to explore the detailed world you’ve created. You see, there’s a reason the play time is one of the few key pieces of information displayed on the front of every game box.

Time is one of those rare never-renewable resources. One’s time is constantly drifting away, and every second of your life is lost forever once it passes. While most people aren’t usually thinking about time in such dramatic terms, they do value their time highly, and wasting someone’s time is a sure fire way to at least annoy and at worst insult.

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A Year of Fun and Games

Has it really been a year since I left school to pursue an uncertain life as an independent game designer? My first blog post, where I discuss my thoughts on games as art, was posted a whole year ago, so I guess so!

It’s hard to believe it’s already been a year. I have to admit I thought there was little chance of still being around blogging about my progress a year later when I started. It’s a difficult and very competitive industry, and there is way more going against me than going for me. There have been ups and downs, and I really believe it’s been a combination of luck and support from all of my awesome friends and family that has gotten me this far.

Today I’m going to take a moment to look back at the last year. I’ll discuss the many things I’ve learned, reflect on some of my mistakes, and celebrate my many fortunate accomplishments.

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Design Analysis: Pandemic

Pandemic has proven to be so popular, it gets a spiffy new cover a mere 5 years after its first release!

Pandemic has proven to be so popular, it gets a spiffy new cover a mere 5 years after its first release! Image from the Board Game Geek.

Matt Leacock’s coop masterpiece Pandemic made its debut in 2008 and has quickly become a modern classic, even finding a place on the shelves of huge toy stores like Toys’R'Us. But how did Pandemic achieve this level of success so quickly?

I believe it’s because Pandemic dove head first into the only lightly tested waters of the coop board game space. While it wasn’t the first, it was clearly the best, designed in every way to emphasize its coop nature from the theme to the clever mechanisms that power it.

And lets face it: lots of people like working together more than they like working against each other. While the cut-throat classics such as Risk and Monopoly are still well loved in certain circles, more forgiving and collaborative games, games like Settlers of Catan where you at least partially work with other players, have become more and more popular. Pandemic, as an all out cooperative game, is the natural destination when you begin traveling in this direction. Coop might make many hard core game fans roll their eyes, but for casual gamers and families especially, coop is a huge plus.

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