R2N
Would you like to react to this message? Create an account in a few clicks or log in to continue.

My List of Game Design Tips

Go down

My List of Game Design Tips Empty My List of Game Design Tips

Post by Hobb Thu 25 Jun 2015 - 16:50

The wonderful books 'Top 100 Hobby Games' and 'Top 100 Family Games' are collections of game reviews by game designers who are geeking out and telling what games they really love. It's like sitting at at table or bar with designers you admire and watching their eyes light up as they reminisce about what they love.  

You learn quickly this way and so, like any good student, I started to write down the tips and ideas they were giving.  Now I'm passing this list on to you by converting my ragged scraps of paper into clean electronic text. The tips are sometimes contradictory because a huge variety of games are covered, but I've done some rough organizing by categories.

So lets dive into the wisdom of our geek elders.....

[I wrote the list in point-form so I can expand/clarify if necessary]


Decisions
Choices should be clear...
-card that summarizes possible actions
-limited choice but all good choices/valid strategies
-'action pressure' must choose 1 of 4 powers/options to use each turn
...with meaningful consequences
-but hard to predict full consequences
-consequences should unfold as game progresses
Remove choice only for 'sake of fun'/simulation
- imperfect knowledge/fog of war,
- imperfect control/uncertainty of reaction (i.e morale checks)
-control movement but not when/order it occurs
-occasionally short-circuited by Chaos Card
-Choose between unpleasant choices = create own enemies, risks & adventures
-Different turn/phases = Different roles with new powers/rules/choices

Pace/Progression
-tension mounts as players await game to 'break open'
-mechanics have differing effects as game stages progress
or different card decks, or game board opens
-new stages maintain a few elements of previous progress
-different stages - different point values
-ebb/flow of seasonal retreats to behind borders
-turn phases = 1)exciting 2)lesser 3) book-keeping
-Junta switch - 'small tactical wargame' & 'diplomacy' determines units
-slow resource scramble builds to late-game rumbling advance of mass armies
-Attack/Parry/Riposte rhythm = fun
Cards re-shuffled in except 'fail' cards, when X fail cards = game over
Once normal deck finished, a (often smaller) 'final' deck is used

Game-play/Co-op
Minimize downtime for players
turn interrupting powers = sustain interest
Could a newbie win?
No eliminations (or at least 'two-stage' deaths)
-endless game that allows player to quit and join at whim
Common Opponent = co-op amidst compete
'Wahoo factor!' = unpredictable games that allow players to catch up
Only reveal hidden scores at end of game
Info must be shared to win (most games have info 'hording')
Fixed outcome but different ways to arrive there
customization = investment
Make player 'complicit'
Customize but avoid unnecessary complications
many routes to success = appeal to different play-styles

Compete
'Blocked Access to resources' completion = Cut-throat games!
Randomly drawn card to determine possibility of Traitor
shorter games = less co-op  long-term=different tactics tried (less violent)
shorter games = easier rematches (more competition)
'friction' = your plan encounters/impacts opponents' plans
Grabbing stuff quickly is Fun
Humiliation & Revenge can fuel desire to learn game
Codify cheating rules (Illuminant)

Balance
Positive Feedback loops (ie rich get richer) is 'a beast to be driven off with sticks' in design
Do Not depend on 'gang-up on the leader' for balance
-negative feedback (cost increase as player stockpiles)
-different stages - different point values*
-asymmetrical games wt even odds of success = 2 different XPs of game
-different rules for different armies
alternating player order (or last place goes first)
'he know that i know that he knows' loop = guessing game with penalties
going backward to buy forward motion
have to burn-off excess to finish game
have multiple scores per player with only lowest one counting

BIDS
Hidden Bid where collective total has effect (too low total = all suffer)
Secret Bids that allow highest bidder new powers (bid multi-times per game)
Bids should have minimum price and limits to number of bids
Cost points to skip next (ordered) subject ot bid on
Thief power to steal winning bid (two thieves cancel each other out...)


Mechanics
-simple rules wt/ character power to violate them
-allow player 2 powers and see what combos arise...  
Order cards are drawn
Order of play determined by Bid, Random, cycle, auction, action chosen, ect...
Pull cards from deck = red player, black player
Cutoffs so not all points count
Cards have tables to roll on (card battle = two rolls...)
Formula De: Different dice = different gears for car V. Corner zone
Simultaneous play following set order
Face down card = Fog of War
then order revealed can make ROck/Paper/Scissor exciting
Trying to determine if opponent has card = Constant mind game
Scenarios by: # of players, time available, skill levels
Scenario cards can creates mini-games or change goals
Ranged Fire = fun
3:1 = classic attacker:defender ratio
Stats that represent character weakness (can be tricked 31%, can be bribed 04%, ect...)
Status Markers - blessed, cursed, beloved, Outlaw - most stack, some cancel
Technology Trees OR Choose Two KEY technologies to give combinations
American-German Turn Styles (combine for fun):
       --US-style (order turn phases of resource management)
--German-style ('open turns', you determine sequence)
Use timer
Rock/paper/scissors = foundation for complex psych-game wt/ risk


Appearance
Geomorphic tile/figure = easy set-up, impressive results
Flip-cards with info on other side
dice as semantic marker (d4=move, d6=combat,d8=magic)
map as 'graphic functionality'
main map wt/ sub-maps for 'tactical resolution'
every piece should teach/tell about other pieces
design of pieces should help remember rules
good images = economy of description & maximum functionality
Iconic over Real counters
Hexes are RAND innovation
Dials/Wheels = Simplicity - turn clock/counter as grow stronger/weaker
Use stacking
A fast game with simple parts 'etches itself into your nerves'



MAXIMS
Always try to combine separate rolls into single roll
Major systems = algorithm to model particular effects
mechanics should be "simple but flavourful" & "the leaner, the better"
distillation = archetypes  
try to capture an Era/Genre/vibe
(i.e Slavic 'tragic grandeur & gallows humor)
i.e a board of shattered kingdom in decay, a dispute area of diaster tiles and abandoned monuments
kitchen sink approach = all eras, techs = gonzo fun
Sims should teach a few Historical points
good Sim doesn't mean fun (Civil War = long, indecisive slugfests!)
masochism = cult rites
good Sim must limit Point-of-View
sims reduce player choice & increase game time
hardcore sim = energy allocation / unique vechiles / detailed damage
'cheerfully chaotic': mutation charts, plauges, assassinations, revolts
research should be 'built into rules'
Narrative = 'murky waters' so use MECH, examples and rewards to guide
mechanics can 'subtlety' encourage co-op/honor/taking chances ect...
Mechanics should set Mood and reward play that honors Mood
interlocking simple mechanism = depth
'well-nested' mechanics supporting Narrative/Mood = Unity
card relationship mechanic = games backstory
Illumanti card structure = explain plot
'real' =/ detailed rules; 'real' = models decision process & flow of events
harness tribalism for game (refers to brand loyalty feed-back loop)
'Complexity Ready' = simple intro rules than supplements
flexibilty in rules for changing depth
Perfect Level of Complexity = can picture gameplay while laying in bed
Programmed Behavior doing the Wrong Thing = Funny
a 'high stakes legal battle' without rules lawyering = Fun
Chess/No luck games = joy of inventing and testing tactics
Games need good Intros & Instructions  (orient player what to expect)
-want to find new thing yet also dread them
narrative games can have abstract gameplay
campaigns = automatic narrative
Hobb
Hobb
Admin

Posts : 1671
Join date : 2015-03-31
Age : 49

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum