What’s important when you’re designing games

Lewis Pulsipher Printed December 20, 2005

          Know your audience! What do they like? No game can satisfy all tastes.

 

          Know your objectives! What are you trying to achieve?

 

          Design is “10% inspiration and 90% perspiration”, especially if you also develop the non-video game.

 

          Writing usable rules (or doing the programming) is the hardest part.

 

          Write everything down (and back it up).

 

          Playtesting is “sovereign”. No matter what you think about how the game will work, only efficient playtesting will actually show how it works. Without a playable prototype, you have *nothing*! (That’s only a slight exaggeration.)

 

          Ideas are cheap (easy); a playable game is much harder to create.

 

          Players must be able to influence the outcome of the game by their choices amongst non-obvious alternatives–otherwise it’s not a game (though it might be a story or a toy or a puzzle).

 

          Be willing to change the game again and again.

 

          Hardly any idea is original...but ideas can be used in new ways. And there’s almost always a new way to treat any subject (many, many ways to do real estate–Monopoly is only one).

 

          Games are supposed to be fun. But “fun” means different things to different people.

 

          Keep in mind the nine fundamental structures of games:

            Theme/history/story 

            Objective/victory conditions

            Movement/Placement (1 at a time is the norm)

            Sequence (taking turns is the norm)

            Conflict resolution/interaction of “entities”

            Economy/resource acquisition (norm is none in boardgames, card draw in cardgames)            Information availability (norm in a boardgame is all info available)

            “Data storage”/Information Management (often a board/map)

            Player interaction rules (the players, not the objects)

 

          The road to the complete game: 1. Ideas, 2. Playable ideas, 3. Prototypes, 4. Play solo, 5. Playtest, 6. Fully written rules, 6. Keep experimenting. 7. “Blind” test.