Some questions I get from time to time about game design. (To be updated opportunistically.)
Note: I mostly deal with the world of board game design (as opposed to RPGs, LARPs, video games, ARGs, etc), so these answers come from that point of view.
Q: What do I need to do to become a game designer?
If you’ve designed a game, or are in the middle of designing a game, you’re a game designer.
Q: I’m a first-time / aspiring designer. Do you have any advice?
Q: Can games be art?
Q: Do you have any helpful sites you can point me at?
- I mentioned Nerdlab ep 22 above – “what’s the one thing you’d tell someone just starting their journey as a game designer?”
- Andy Looney’s 11 principles of game design – written over 20 years ago, they still hold up pretty well! Andy’s taste in games diverges substantially from what I tend to want to play, but his design advice is really solid.
- Get better feedback by not asking for “feedback” – written about the corporate world, but applicable to board games.
- If you are specifically looking to design games that will be picked up by a publisher and published – which is far from a given, many people design for fun or for friends & family – this article on questions to answer with a gaming pitch is good – and as the article says, they’re questions best answered near the start of designing something.
- Some short, pithy rephrasings of game design conventional wisdom.
- All game designers should know how to avoid cultural appropriation; here’s a Twitter thread on how.
- A game where losing is fun will be overall more enjoyable – lots of players aren’t going to win. (This article only covers a few of the ways to help that happen.)
- If you’re not already familiar with game-icons.net, it’s a really useful site for grabbing quick prototype. (Though at least one designer I know uses screencaps from an MMORPG they play.)
- If you’re interested in learning more about getting into the industry, the now-defunct podcast Breaking Into Board Games covered a huge amount of ground; their back episodes could prove really helpful. (Note: the last 15ish minutes of each episode is a game of “2 truths and a lie” with their guest; while this can be entertaining it usually doesn’t include any information about the board game industry so can be skipped if you’re trying to focus on industry-relevant info.)
- Last but most definitely not least, two huge lists of resources from the Board Game Design Lab and James Mathe (who has sadly passed away), as well as a pointer to Cardboard Edison, which is a fantastic site.
Q: What’s your design process?
- Think about what I want the game to be like – what’s the heart of what I think is neat about the idea? The design process might eventually lead me away from that – eg, for Spirit Island, the initial mechanical hook was that it was programmed actions like in RoboRally, and that fell by the wayside – but it might not (like Spirit Island’s theme and ‘complex co-op’ nature), and it’s useful to identify what the core compelling bit of the design is so I have a center to design around.
- But maybe I just have a soup of related ideas, that’s OK too – I can try a few tests to find what I think the core compelling bits are. (And once I start testing with others, find out what they really like about the game: it might be different from me, and that can be instructive.)
- Brainstorm initial mechanics + theme + what playing should feel like.
- Try it. If the idea’s really speculative, I might do pen-and-paper prototyping and/or just test the part of the system I’m unsure will work; if I’m pretty sure I’ll do multiple iterations I’ll make computer files, but I try to spend as little effort as is reasonably possible – the more iterations the game gets the better it will be, and my #1 constraint is “time to work on games”, so anything which makes it slower/harder to change is bad.a
- Tweak it based on testing with myself, try it again, repeat until I feel like it’s in a place where it’s not so broken that playtesters will helpb.
- Playtest with folks (friends or designers) who don’t mind something that’s far from a finished game. Change based on testing, repeat until I feel like it’s in a place where I can show it to strangers. There’s a very real danger here of friends being more enthusiastic about the game than strangers would be, simply because the experience of testing with friends carries enough fun that even if the game isn’t very good the overall experience is great, but that experience isn’t rooted in the game proper, it’s rooted in the social situation.
- Playtest it with folks I don’t know, and/or have folks I don’t know playtest it while I’m not present (this will stress-test the rules document, among other things). One technique I have yet to use but which apparently works well for Matt Leacock is to ask 3rd-party testers to set up a video recording of their play that one can review afterwards; it’s apparently super-instructive.
Q: What do you do if what playtesters like most about a design isn’t compatible with the heart of the game you want you make?
Q: Do you ever play your prototype so much that you think it isn’t good enough, when it may be doing well and it’s just that you’ve overplayed it?
Absolutely, and I know it’s true of many other designers, too.
I sometimes think of it as “getting lost inside the mech” – I’ve just spent days inside the shoulder joint of this giant mech I’m building, and the gears are still seizing up, I’m sweaty and frustrated and covered in grease, and when I haul myself out of the joint and look at the whole mech, all I see is that shoulder joint and the compromises I made to get the legs working right and its top speed isn’t what I’d hoped… and I’ve completely lost sight of the fact that most people seeing it for the first time go WHOA! GIANT ROBOT! AWESOME! and focus on all the appealing things about it, not that shoulder joint.
Here’s some things that have helped me with this:
- “Being aware of it” is the super-important first step!
- In the early days of a prototype, while it’s still new-ish to you (or, if it’s already later, remembering back to those days), note what *you* find really appealing / shiny about the design. Refer back to those notes to remind you of what it felt like when you were first approaching the concept.
- Playtesters are invaluable not just for telling you what’s wrong (which lets you improve the game), but also for telling you what’s great/appealing (which both gives guidance on what’s working well, and keeps your morale up so you don’t abandon the project). Make sure to note what folks really like as well as what needs work!
- Related to this: find (and appreciate!) playtesters you trust, who will tell you when something isn’t fun or isn’t working, and will also tell you when they like something.
- It’s totally okay to shelve a design for a while so you can come back to it with fresh eyes, renewed enthusiasm, and increased skill; I do this all the time. Sometimes for a month or two, sometimes for a year or more.
- Distinguishing between “game isn’t good enough” and “I’m tired of working on it” is a skill that can be improved with practice!
- For that matter, so is “continuing to work on a game even though you’re tired of it”, which is critical if pursuing game design as a career. (Less so as an avocation or hobby.)
- Play enough other games that you have a good sense of what feels polished / interesting / engaging enough to be appealing. And/or: find playtesters who have that sense of the market as a whole, and can lend you their perspective.