Game Design

The Game Design tag identifies content focusing on game design in general; whether at Opie Games or in the industry.

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John Parker

In modern hobby board games player elimination has largely been eliminated. That’s a good thing, right? Probably, but it depends on the implementation. Let’s take a look.

Current Norm: Generally, most recent games avoid player elimination unless the game takes less than about 30 minutes and any player is unlikely to be out of the game for more than about 10-15 minutes. (Note: These statistics are based on a quick summary of games I have played recently and are not scientific, but you get the idea). The modern designer doesn’t want any player left in the cold for more than about 10 minutes and presumably that is based on the fact that most players don’t want to risk being out in the cold for more than that either.

As a designer working on a game design, you may ask yourself, “How do I keep all the players in the game to the end?” Depending on what you mean by “in the game” you may be asking yourself the wrong question. If your first thought is to let the player stay in, but without any real chance of winning (probably by some brute force method of basically starting over) then you are not only asking yourself the wrong question, but getting the wrong answer. Better to let them go jump into another game or Tweet on their phone for the rest of the game than to patronize them with a false sense of belonging in the current game. At least they will be Tweeting about how they sucked instead of how your game sucked. Maybe.

John Parker

If you don’t already have a Board Game Geek account, follow the Homepage link and set one up. Spend a few hours (or days) perusing the site and setting up some subscriptions to content that interests you. Then come back here. Board Game Geek was not the first resource featured here solely because I assume you already know everything you need about it.

Scott Alden and Derk Solko started the site in 2000 that has been growing at an increasing rate ever since. For more information, read the Wikipedia Article or visit the site and find out for yourself.

John Parker

Design Workbench

Design Objective

It didn’t take very many more test games to figure out that a stalemate condition could arise; where Player 1 would perform an Action (or more likely 2 Actions) and Player 2 would immediately perform an Action (or likely 2 Actions) to exactly counter or undo Player 1’s Action(s). Now Player 1 is set to do the exact same thing. Details are discussed a little later in the Grid Play section.

Let’s see how we might fix this issue without creating more rules.

John Parker

You might say I am a fan of social deduction games. They can be exciting and really get a group activated. Their success is often related to the gaming group dynamics, but there is enough variety in the genre that it isn’t difficult to find one that will suit most groups. (Watch for my related article on the varieties of social deduction games).

I had been thinking about introducing a group of my friends (4 other couples) to hobby gaming, but did not have much indication that they would be interested; other than they generally like to have fun by socializing with a fair dose of kidding thrown in. For this group I figured a typical, safe starting place like Dixit (for this many people we play teams).  A few have artistic leanings and occupations so the artwork would be the hook and they should have some creative clues. Based on the dynamics of the group, though, I really wanted to check their interest in a social deduction game.

We invited them all over for a happy hour at our house and I was prepared to have Dixit and several other games ready to spring on them. Here’s where the story gets interesting…

John Parker

With the first two posts in this blog going to long-time veterans in the gaming and podcasting world and several others available, I am pleased to give the honor (such as it is) of posting #3 to Building the Game Podcast. All I have to do is listen to their latest podcast to be reminded of how much I appreciate the tenacity and courage of Rob Couch and Jason Slingerland to put their game design ideas on the line week in and week out.

One of the first podcasts that I got hooked on was On Board Games with Donald Dennis, Erik Dewey, and at the time, the venerable Scott Nicholson. The trio provided three different perspectives on board games, game design, and the hobby game industry. Unfortunately, Scott has moved on, but Donald and Erik continue to provide different insights and opinions into the hobby. They also provide regular game reviews with their simple and reliable stoplight recommendation.

There are so many great resources for table top game designers and enthusiasts that it is hard to decide which to spotlight in this first Resource Focus blog entry. I have enjoyed many over the year or so that I have been actively searching, but one that I discovered early in my search and always eagerly anticipate the next episode is the Ludology podcast with Ryan Sturm and Geoff Engelstein. Geoff’s Game Tek segments are also a highlight on the Dice Tower.

John Parker

One of the great characteristics of the board game hobby is the willingness of veterans and experts to share their experience and insights with others who are eager to know. This generosity is often talked about among hobby enthusiasts and may sound like tales of rainbows and unicorns. No group of people is without its ogres, but in my experience this spirit truly spans from fellow gamers at a convention to successful designers and publishers. Perhaps someday others will include this blog and website among their fairy tales.

At this point in my design journey I can only share what I am attempting to accomplish and what others are doing that informs and inspires me. In that spirit I will periodically include a blog post that features just such a resource that I have enjoyed and appreciate. The title of these will lead with “Resource Focus:” and they will all be categorized under the Resources tag.

As it will take a while to feature each of these resources, you can find a more comprehensive list on the Resources page.

John Parker

We always have several game designs in progress at any given time. I will try to post progress on at least a few of them as they get to a stage that is more than just a concept.

Objective

Design new games or game systems that provide a fun, interesting, highly interactive experience. In this process I expect to post:

  • A description and evaluation of the game/system concept.
  • Iteratively look for and report what is working and what needs work.
  • A description and rationale of each “improvement.”
  • The evaluation – redesign – playtest cycle for major changes.
  • Any tools that I use or create in the process.
  • A description with rules and PnP files (as appropriate) of the “final” product.

Hopefully, you will find this discovery process interesting and maybe even gain some inspiration from it.

John Parker

I was recently solo playtesting one of my designs (Nines Micro) as my twenty-something son, Daniel, looked on. I was gratified that he quickly figured out the game by what I was doing without me giving a rules breakdown. He does not play games much - although he did as a child - and the ones he does are usually the electronic variety. However, he is Mensa-Smart so his quick understanding of the rules may be more an indication of his intellectual prowess than the simplicity of my rules.