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.