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A board game designer's web site
Copyright Eric Pietrocupo
E-Mail: ericp[AT]lariennalibrary.com
Schell, Jesse
489 p.:ill.
Endnotes: p.465-475
Bibliogr.: p. 477-479
Index: p. 481-489
Morgan Kaufmann Publishers is an imprint of Elsevier.
ISBN 978-0-12-369496-6
I just want to note that some examples have been added by myself to illustrate some concepts of the author while other examples comes from the author.
Chapter 1: In the Beginning, There Is the Designer
Chapter 2: The Designer Creates an Experience
Chapter 3: The Experience Rises Out of a Game
Chapter 4: The Game Consists of Elements
Chapter 5: The Elements Support a Theme
Chapter 6: The Game Begins with an Idea
Chapter 7: The Game Improves Through Iteration
Chapter 8: The Game is Made for a Player
Chapter 9: The Experience is in the Player’s Mind
Chapter 10: Some Elements are Game Mechanics
Chapter 11: Game Mechanics Must be in Balance
Chapter 12: Game Mechanics Support Puzzles
Chapter 13: Players Play Games Through an Interface
Chapter 14: Experiences Can be Judged by their interest curves
Chapter 15: One Kind of Experience Is the Story
Chapter 16: Story and Game Structures can be Artfully Merged with Indirect Control
Chapter 17: Stories and Games Take Place in worlds
Chapter 18: Worlds Contain Characters
Chapter 29: Worlds Contain Spaces
Chapter 20: The Look and Feel of a World Is Defined by Its Aesthetics
Chapter 21: Some Games are Played with Other Players
Chapter 22: Other Players Sometimes Form Communities
Chapter 23: The Designer Usually Works with a Team
Chapter 24: The Team Sometimes Communicates Through Documents
Chapter 25: Good Games Are Created Through Playtesting
Chapter 26: The Team Builds a Game with Technology
Chapter 27: Your Game Will Probably Have a Client
Chapter 28: The Designer Gives the Client a Pitch
Chapter 29: The Designer and Client Want the Game to Make a Profit
Chapter 30: Games Transform Their Players
Chapter 31: Designers Have Certain Responsabilities
Chapter 32: Each Designer has a Motivation
Chapter 33: Goodbye
To be a game designer you just need to call yourself a game designer since you only need to make a game to be called a game designer. Anybody can design a game and most of the time they will face a lots of failures, but practice can eventually make you a good game designer.
To design a game you might need certain skills. The author is listing quite and exhaustive list but the most important skill is "Listening". You will be listening to the team you work with, to the audience you game is targetting, to how your game is behaving, to your client which is paying you to make the game and to yourself.
The goal of a game designer is not to design a game, but rather an experience. But the game itself is not an experience. The designer creates a game that will generate an experience when it gets played.
A tool that can be used to understand human experience is introspection. But you must consider the following deduction errors:
You must clearly detail your introspection, for example, if you don't like something, find the reasons why. To know how to create an experience you need to analyse your own experience. This can be achieved in various ways:
When designing a game, define the multiple elements that creates an experience and try to select the most important elements that will be used in your game to recreate that experience.
The author takes a whole chapter to try to give a definition of what is a game. I'll jump directly to the conlusion which is:
The meanning of the definition is that a game always consist in solving a puzzle or a problem. This problem is solved because the player want to solve it and not because he is forced to solve it else it would be called "work" instead of "play".
Other interesting elements in this chapter are:
All games are composed of 4 elements:
All these elements are connected to each other and no element is more important than the others. Still the way the elements are shown on the diagram:
All 4 elements always needs to be there but they don't need to be exhaustive all the time. A board game with a short back ground story and very low technology components still have all the elements.
The elements of the game should represent the skeleton while the experience given by a game should be the skin of the game. Both are essential to make the game work.
Every game requires a theme but here the notion of theme is a bit different from what is known on the board game market. Since for him a theme seem to be a combination of a theme and experience. For example, in his pirate game where the theme was not "pirates" but rather "the fantasy of being a pirate".
When you selected your theme, you need to find things that will reinforce your theme. Include these elements into your game and discard any other elements that does not reinforce the theme.
Some themes try to fulfill needs that are hidden into the peoples mind. For example: "Being a pirate" express the need of "freedom". The author say that these themes have a resonance and are generally much more powerful and addictive.
Inspiration is the primary source of ideas. You should not look at other games for ideas but rather at everything else.
Since game design consist in solving a problem, you must clearly make the problem statement that will indicate both your goals and your constraints. The author gives the following example:
"How can I make a Web-based game that teenagers will really like?"
He also gives other examples related to the 4 elements of design previously explained:
The advantages of making a statement gives you more time and space to creativity instead of jumping rapidly on solutions, You have an idea of how well does the solution found really solve your problem and if you are designing with a team, it makes the communication easier.
Most people who need creativity (ex: writers, musicians) needs to rely on their subconscious to receive ideas. There are various ways to stimulate this subconscious: Write down your ideas to make sure you don't forget them, Free your mind of any trouble in your life, Don't push your self to think about something since your subconscious will do the job, etc.
The author also gives some brainstorming ideas: Draw the things you want to design, Use toys to play with to get new idea, Write your ideas on a wall and place your ideas visually, Write everything, make numbered lists, make categories, etc.
Game design consist in making many test and errors but the problem is that in some part of the industry (ex: video game) making many errors mean raising the money spent on development. So first the author propose 8 filters, which are expressed as key question, that your ideas should pass through before starting to do anything.
The procedure to design a game consist in looping through different series of activities. For example: Design, Prototype, Playtest and then go back to design. You continue looping until the product is complete. Now since every loop is worth time and money, you want to reduce the amount of loops, minimize the amount of effort on each loop and make each loop as much important as possible.
For each loop, you must determine the risks. You need determine what are the things that can go wrong with your game. Then you must make a prototype, according to these risks, to see if these problems actually shows up. When it's done, you start another loop and think a the new problems that your game can have with the new changes to your game and prototype again to solve these risks.
The author gives a few prototyping tips, here are a few of them that could apply to board games:
You need to understand how your players think in order to make games for them. There are various ways to classify players. The easier way would be by age and sex. Here are some difference between men and women when playing games:
Men
Women
The next model explained is the "LeBlanc’s Taxonomy of Game Pleasures" which consist to be the 8 most important pleasures found in a game.
Another model is the "Bartle’s Taxonomy of Player Types".
The experiences players receives are in their mind. The mind can recreate reality by only giving it an incomplete set of details. It will imagine all the missing elements. For example, if you tell a story to somebody, he will imagine and see many things that you simply did not describe in your story.
People can focus on some things and block all other things they consider as noise. This has the effect of creating the "Flow" which hook up totally the player and makes him ignore everything else. To keep the flow active, you need to consider these elements:
The flow channel is a concept that could certainly be better used in video game. It consist of defining a path where we want the player to stay in for the whole game to keep him in the flow. On one side you have anxiety which happens when the game is too hard and the player's skills is not good enough. And on the other side you have boredom when the game is too easy and the player's skill level is too good.
Abraham Maslow states that people are motivated at doing things in a certain priority of needs: Physiological, Safety, Belonging-love, Self-Esteem and Self-actualization. Games are located in the self-esteem area because the reason why people want o play games is because they want to be judged fairly.
This is one of the most important chapter for board game designer. The author classify mechanics in 6 broad groups that includes almost all mechanics that a game can have.
1-Space
This is the area than can contain objects. In board games, most of the space is represented by the game board. Space have the following properties:
Some spaces can also be nested within each other and some spaces can have zero dimensions.
2-Objects, attributes and states
Objects are the stuff which will generally be placed somewhere in the space. The attributes are the variables that this object possess and the states are the values that the attributes can take. Objects are the nouns of game mechanics.
Attributes can be static or dynamic. Static attributes never changes during the course of a game. Computer programmers might call this a constant while dynamic attributes are variables.
States can be a simple value, but in video game artificial intelligence, it can be used to determine how an object will now behave from now on. The author gives the pac-man example where by default, the ghost are in chase mode, but when the player pick's up a power pellet, the ghost switch in evade mode until the time exceed. In each of these modes the ghost behave differently.
States of an object can be public or private, which mean that the information can be seen by everybody or only a few people.
3-Actions
Actions determine what the players can do. They are the verbs of game mechanics. There are various kind of actions:
Here are some things you can do in your game to increase the number of resulting actions:
4-Rules
Rules are what binds everything together. David Parlett analysed the different kinds of rules in games and identified them as follow:
Modes are some sort of variant game where the idea is to play the game in a different way without necessarily replacing the original game. The goal of the mode is not to correct bugs of the original games like some variants are doing.
Rules need to be Enforced by somebody to make sure the rules are applied. In a board game, the players enforce the rules. In a video game the game enforce the rules.
A game must have a clear goal. The goal of the game must follow these 3 important qualities:
5-Skills
Skills is the player's expertise to play a game. There are various kind of skills a player can have:
You must make a clear distinction between Virtual and real skill. A virtual skill be for example like in dungeon and dragons: your character has +3 in tumbling. This tumbling still is the expertise of the character played by the player. But it does not mean that the player actually have the same tumbling skills.
It can be a good idea to list the skills that will be required to play your game.
6-Chance
In this section, the author talks a lot about how to calculate probabilities. Still, I strongly suggest you read a probability math book instead. (I will also eventually publish on this site a probability math document). So I will skip the math section.
Chance is related to all the other mechanics of the game and it is essential to the fun of the game because it brings uncertainty and surprises.
It could be interesting to know the Expected value of a random event. For example, if you roll 1D6, the average value is 3.5. If in a game people need to pay 4$, roll 1D6 and get a number of $ equal to the value of the roll. You know that in average, they will get 3.5$ which mean in long term, people are losing money.
The players will not always select the decision with the best expected value. Sometimes an action will little chances to succeed with an high payout will be preferable is some situation while not in others. Also some people likes to take risk while other play defensively. So even if an action is not balanced and has a lower expected value than another action it does not mean it will not be taken. Players also does not always no precisely the expected value of a choice and can evaluate it wrongly.
Skills and chance are somewhat related. The player gives various situation where it happens:
This is another interesting chapter that explains how to balance a game. There is a lot of talking about video games but many things are transferable to board games. The author starts by saying that there are 12 different aspects to check when balancing a game:
1-Fairness
Players wants the game to be fair, they don't want the game to give an advantage to player. There are 2 ways to make the game fair:
There are various ways to balance asymmetrical games. First you can give a value to each variable of an object and make sure the sum is the same for every object. For example, if in Starcraft you want a marine to be balanced with a zergling, you could sum up the attack defense and movement values and make sure they are equal.
The other way is using a rock paper scissor relationship. Starcraft also have this, certain units are better against some units and weak vs other units.
2-Challenge VS Success
To keep the player in the flow you must make sure that the game is not too easy or too hard. There are various ways to make sure the game stay challenging all the time: 1) Increase the difficulty with success 2) let the player skip the easy parts 3) give the player additional challenge without forcing to complete them to progress 4) Let players choose the difficulty level 5) playtest with a variety of players.
3-Meaningful choices
You must give the players a reasonable amount of choices which has an impact on the game. You must also make sure that there is no dominant strategy that will works every time you use it.
The number of choices a player have should be proportional the number of desires they have or things they want to do. So too much and not enough choices are both bad.
Triangularity: This is a concept defined by the author that consist between choosing a "low risk-low reward" choice vs an "high risk-high reward" choice. Most choices that the players have to make should have this triangularity in it.
4-Skills VS Chance
A game should have a balance between the amount of randomness involve in the game versus the skill required by a player. It is not a good idea to make games that only rely on skill or only rely on chance.
5-Head VS Hands
This is the balance with the amount of physical activity required by the game (for example: dexterity games) VS the amount of mental activity that must be done during the game. This strongly depends on your target audience and the kind of games you want to make.
6-Competition VS cooperation
Try to see where in your game, the player needs to cooperate and where do they need to compete. You can have mixes of competition and cooperation in the same game.
7-Short VS Long
If the game is too short, the players will not have the time to deploy their strategies, if the game is too long, the players will get bored. Again, the target audience influence how much time they are willing to play.
8-Rewards
Players play game to get rewards. There are various kinds of rewards, here are the ones that applies more to board games: Gain Points, gain new powers, gain resources, etc.
With time, people get acclimated to rewards so that they easily forget the rewards they received. So increasing the value of rewards with time is a good way to solve this problem. Variable rewards is also a way to prevent players from getting acclimated to rewards.
9-Punishment
Punishments are the opposite of rewards. It's the idea of removing something to the player due to a bad play. Punishment makes risk taking more exciting and it increase the challenge of the game.
Players don't like being punished. So you must give punishment on something that they player could eventually try to prevent. Do not put too much punishments and balance the impact of the punishment (light vs heavy punishments).
10-Freedom VS Controlled experience
This is the difference between where the players can do many things and have control over the game versus a game that tells the player what they have to do and gives them no other choice.
11-Simple VS Complex
There are 2 kinds of complexity in a game:
Natural balancing VS Artificial Balancing: Artificial balancing consist in adjusting a game by adding rules while natural balancing makes the game adjust itself through interactions within the game.
Elegance: is a concept where a simple elements can create a lot of complexity.
Hollywood rule of thumb: If a line in a script doesn’t serve at least two purposes,it should be cut.
Character: This is the opposite of elegance. It's an element that is totally useless, but adding this to the game gives it a style that makes it unique.
12-Details VS Imagination
Players have a certain imagination, this is why you do not need to include every details of reality in your game. So a game must give a limited set of details that the player can use to imagine the rest.
Balancing Methodologies
There are many ways to balance a game:
Balancing Game Economies
Game economies are applied to to many other aspect than money. Spending points to acquire things is an economic system. The most important things you have to ask your self is: How does player spend money and how does players acquire money. So you know that if players receive more money than they spend, they will get richer. If they receive less than they spend, the will get poorer.
Dynamic Balancing
It consist in balancing the game while the player is playing (making the game easier or harder while playing). It has been proven to give bad results because 1) It spoils the reality of the world 2) User can exploit it 3) Players cannot practice to master a level.
Puzzles are games which only have one solution or which have a dominant strategy ( a strategy that works every time). Here are the guidelines to make good puzzles:
The players needs to interact with the game through an interface. The concept of interface is more important in a video game but it still exist in a board game.
The players try to communicate with the game world through an interface. In a board game, the interface are tokens, charts, pawns, etc.
Interaction loop: There is a loop of interaction between the player and the game world. The world gives feedback, the player place input which makes the game give feedback again and the cycle continue. Which means that it is important that the game give good feedback to the player so that the cycle can continue.
channels of information: In order to give feedback, the game must give information to the player in order for him to take decisions. Here are a couple of steps to help determine the best way to present information:
Changing modes: This apply mostly to video game. It's the idea that pressing or holding a button can change the functionalities of other input which already had a function. Here are some tips when designing modes:
Other interface tips: Here are other general tips that can make you design a good interface.
An example out of the book: Just to give you an example, in Battlemist, players accumulated 3 types of resources: iron, wood, and wheat. In the basic game, you needed 3 kinds of tokens with different denominations on each of them that could be used as money. It made it very hard to manage and there was a lot of movements of tokens. In the expansion, they included a track labeled from 1 to 99 and you simply needed 3 tokens, one for each resource that you move along the track when the resource increase or reduces. Not only it reduce required components but also makes it faster to use.
Interest curves are more common in video games generally because the game follow a story, but this concept could still be somewhat applied to board games.
An interest curve looks like a mountain scape, it measures how interesting is the game through the time of the play. A good interesting curve has these elements:
Now even if you know how the interest curve should fluctuate, you should be able to determine what makes something interesting. There are 3 elements which can create interest:
Here are some example:
Violin Concert: If you hear a violin concert and the music is very beautiful, there is no inherent interest because playing violin is pretty common. But there is a lot of poetry because the music is beautiful. There is no projection because playing the violin is pretty complicated and people don't see themselves playing it.
Violin Concert with feets: If people play violin with there feets, that is pretty odd, so it brings a lot of inherent interest, but the music might not be as beautiful so it drops the poetry level.
Finally, you can combine 2 concepts above by making an interest curve for each of the 3 elements. So the interest elements can vary with the passage of time.
All games, even abstract games, has some sort of story in it. The author explain two types of story structure.
Personal example: There are always some game stories that I remember. Like the civilization game where I had to make a nuclear war which created pollution and melted the ice caps. There is this PTO 2 game where I built an Airport in Montreal to bombard New york to capture washington. All these things were never planned for the player during the game design.
Now some people say that today, with technologies, stories are much more different, much more interactive and give different outcome. The author objects to this idea in many ways and he list the problems that could arise from multiple path stories.
The author give some tips to build a good story what ever is the medium:
Players want freedom and likes to be able to do anything. The problem is that is impossible to give the player absolute control over a world, so you must give him the illusion of control which mean give him enough freedom so that he feels like he can do anything he wants. Here are some medthod to indirectly control the actions of player:
Collusion: This is the concept where the game or some characters in the game are working with the designer to give to the player an optimal experience. It's like if the game was cheating according to the designer's desire.
The author use Star Wars as an example to explain the concept of transmedia worlds. After the release of the movies, there was a series of derived Star Wars products that was released, especially toys. The goal of these products is not to reacreate the movies but rather to have another access to the World of Star Wars. These products are called gateways which allows to access a world.
Here are some properties of transmedia worlds:
Here are the elements that transmedia worlds seems to have in common:
Characters in a video game are much more limited than in a novel for example because the actions of the player and the level of interaction between the characters are more limited. This is why video games tends to make simple fantasy characters which perform a lot of physical activities rather than complex realistic characters which perform a lot of mental activities.
Avatars
This is a character that a player wants to incarnate and it can sometimes reach a point where players does not make any difference between themselves and the character. Most of the time, players want to project themselves in a powerful character that they cannot be in real life. A character does not have to be realistic for players to attach themselves to it.
Creating compelling game characters
Here are some tips to create good characters:
Organization of game space
There are various ways to organize the space in a game:
Christopher Alexander's theory
This is an architect which tries to define how something can have the quality of being "well designed". He explains that through various attempt, you can refine your design until it get the quality he cannot name. Alexander defines 15 properties that design should have because they are in common with some qualities that living things have.
Virtual Architecture
This is a more technical section that explains for example when you design levels some object could not be proportional with other objects. It is also possible that level design would be totally different than what we would build in real life since we perceive space differently. Finally, the author talks about the third person distortion where level designer must make object a bit bigger than the characters and place more space between object for the level design to look good.
The Aesthetics of a game is as much important than the game itself since it can incite players to play your game and it can hide the imperfections of your game design.
It is important to get artists involved right at the beginning of the design because they can create sketches that can help to:
You do not need very detailed art, sketches would do fine. Music and sounds also have a good impact on the aesthetics of a game.
Most of the time, games are going to be played with other players, some video games are an exception because they can be played alone, but with today's technology most video games support multiplayer gameplay. There are various reasons why people want to play with other people:
Communities can extend the life of a game and allow to bring new players into the game after it's released. The author gives 10 tips on how to create and maintain communities.
Some "evil minded" player can do some damage or trouble to a community. Here are the areas that the players can take advantage which makes it not fun especially for the new players:
The key to have a team that works efficiently is that everybody must love the game they are working on. The following "love problems" can occur in a team:
If you don't love the game you are designing, or if you cannot even find an element in the game that you will love, you can love your audience and think about how can you make them happy by playing your game. Else pretend to love your game and eventually love will come afterward.
A game designer cannot plan and do everything. This is why the game designer needs to plan the great lines of the game and some design details must be left to other members of the teams which can also come up with good ideas. So you should allow other members of the team to take initiatives, but just make sure that you have a good communication within your team to make sure every body goes in the same direction.
Here are some communication tips:
There is no magic template to create documents since each game is unique. You should use documents to keep in memory the decisions that where taken and to facilitate communication within your team. Here are some example of documents that could be written ( which mostly applies to video games)
The author explains that there are 4 types of testing: Focus groups, Quality Assurance, Usability, and playtesting.
Every playtest is defined by 5 key questions:
1.Why?: The reason to playtest is to answer some questions. You should create a series of question that you would like to be answered by your players after the setup. 2.Who?: Then you should decide with who should you playtest your game: Developers, Friends, Gamers, newbies, etc. 3.Where?: Where are you going to test your game? In your studio, in a playtest lab, in a public place, at home, on the internet, etc. 4.What?: What you are looking for in your playtest? There are things you are expected to see but there are things that will surprise you. It is important to listen carefully to how people react to your game. 5.How?: How the playtest is going to be done? There are various things to consider:
Technology does not necessarily mean electronics, it mean physical material that you are going work with to play your game.
The author makes a distinction between Foundational technologies which makes new experience possible and decorational technologies which makes experiences look better.
New technology follow a pattern called the hype cycle. This pattern is a curve that evolves with the passage of time. It has 5 different phases:
1. Technology trigger: Announcing a new technology. 2. Peak of inflated expectation: When people talks about the technology, it makes them believe that the technology is more wonderful than it actually is. 3. Trough of Disillusionment: People comes back to reality to find that the technology does less that what was expected. 4. Slope of enlightenment: People starts to figure out how this technology could be useful. 5. Plateau of productivity: The benefits of the technology are now accepted and understood.
Understanding this hype cycle can make you immune to it's negative effects, it allows you to calm down people around you by teaching them how the hype works and you can try to make your client see the realistic part of the technology when raising funds.
A new technology will replace an older technology if it is "good enough". Else people will prefer to refine an older technology until the new technology exceeds the old one.
Clients does not necessarily know anything about game design and sometimes they don't even care. But they are essential to the development of games because they are the ones who gives the money.
Out of the book example: One of my teacher said once "You must always do what the client wants ... because he is the one which has the money".
When a client makes a bad suggestion you should first agree with him and try to explain to him why his suggestion is bad and then try to understand why he made that suggestions. Client sometimes makes suggestion to feel like if they were part of the game design.
The author gives another situation where the client never likes what he sees but he never tell what he would like to see. So asking question to find what they really wants can help.
Another out of book example: As a library technician, I always receive unclear demands from users. They are searching about subject X, but most of the time, that is not what they are looking for. So you must ask question and to try to find what they are actually searching for.
People have 3 level of desires which are not always the same. What people say, is not the same than what people think or than what they truly feel. Again you need to ask questions to identify what the client really wants.
Designers will eventually have to expose their game ideas to the other people for various reasons, most of the time is to get it published. The author gives a few tips to follow when attempting to pitch.
The author tries to give knowledge about financial terms and concepts so that you and your client could speak the same language.
Business Model: This is the idea where in any sold product, there are multiple persons who takes part of it. Each of these person takes a share of the product's price. For example, in the book industry, most authors get 10% of the final price. So a book sold 20$ gives 2$ to the author. Where does the other money go? To the publisher, the distributor, the printer, the retailer, etc. The less people there is in the chain, the more profit each person takes. For example, in the Print and play Business model (games sold as PDF on the web), since there is no retailers, no printing and storage to do, the publishing web site gets around 25% and the author around 75%.
Units Sold: The amount of items that has been sold. This is important because most of the time, your game is going to be compared to other published games.
Breakeven: This is the number of units that must be sold before you get back the money you invested. When you reached the break even you start making money.
Know the top sellers: See what are the best selling games and try to learn why.
Terms you should learn
Games create experience that can have long term positive or negative effects on the players.
Games can be good for you
Games can be bad for you
Like explained in the previous chapter, games will change players. So it important that the designer takes the responsibility of these changes. Companies does not care about ethics and responsibility unless it is written in the law. The only thing they think about is making profit. So it is the designer's job to think about the ethics of his game. Many designer believes that games can improve people's life and they should make it some sort of obligation.
Every designer should have a reason to design games. They should know why they are doing this. Once you figure it out it will make your conscious and subconscious work together. We each have little time in our lives so when you design a game, you should ask your self if it is worth spending time on it.
Just some good bye text.
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