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7 Traits of a Highly Effective Boardgame Designer

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markmist
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I wrote this article because it was bugging me when I thought about the following questions:

What makes someone good at designing boardgames? and, what separates the good from the truly great?

By organizing my thoughts into 7 definable traits - it helped me to clarify my thoughts and this is what I came up with. I wanted to keep this as brief as possible and still convey my message. I am interested in hearing any feedback you might have.

The 7 Traits of a Highly Effective Boardgame Designer

There are quite a few of us on BGDF and new people joining everyday that have an interest in game design and are actually taking the plunge in an attempt to create their own games. As with anything in life, a majority of us will not be successful in actually having a game published or will just be content with creating games just for playing with friends. This got me thinking. What does it really take in order to design a game that will be worthy of eventually being published and released to the public? Also, what does it take to design an exceptional game and not just merely a publishable game that will get lost in the crowd?

Creating a boardgame is not an easy task. Unlike professions such as novel writer, artist, or computer programmer, there is not one specific set of skills that you need to be successful. The boardgame designer must be able to be both analytical AND see the big picture which is something most people can't do – you are either good at one or the other. A boardgame designer has to think about the mechanics of the game (how the game plays), the graphical design of the game (how the game looks), and how the mechanics and theme mesh together to create an experience that both makes sense and is fun to play.

I have been involved with game design for about 2 years now and I still have a lot to learn. However, I think I have a handle on what it takes to be a highly effective game designer. If you want to be a game designer, you must possess most if not all of these traits to a large degree:

1) Creativity/Originality – The first step in possessing this trait is to have creative ideas. This already disqualifies a large majority of the population who don't have the capacity or desire to think creatively. Once a would-be designer has an idea, their first mistake is that they think that this idea will magically translate into a playable and fun gaming experience. This couldn't be further from the truth as ideas are a dime a dozen in game design. The creative process must continue on through the initial stages of setting up the theme and mechanics of the game. Once the idea has been fleshed out into an actual set of rules and components, the designer must also make sure that his game design is original and not completely derivative of other existing games. A good knowledge of existing games and mechanics used obviously goes a long way in helping someone to not identically reproduce an already established game.

Ok, so you had some creative ideas in designing a board game, you have the basic theme and mechanics set up, and they appear to make sense. What next?

2) Analytical Reasoning – An effective game designer must be highly detailed-oriented and be able to think analytically. A designer must also be able to see relationships between the rule set and how it will play out in varying situations. Without this focus for detail – your final result will either be overly simplistic or one fraught with problems. Thinking analytically will aid a designer in knowing how to organize rules, balance the different aspects of the game, understand how turn order effects the game, and understand how all of the parts of the game fit together into a coherent whole. Organization skills go hand in hand with this trait and aid the designer in being able to categorize his thoughts and design decisions in a logical fashion.

This trait is VERY important, especially for heavier highly strategic games and slightly less important for lighter card or party games. With both creativity and an analytical approach to design, a would-be designer has the basic building blocks in designing a playable game.

3) Vision (The Big Picture) – Having a vision is like having a guidepost in sight that you are trying to reach: an overall goal for your game design. Is your game supposed to be a light quick filler type game or a deep strategic brain burner? Different types of games require different types of design and without a clear vision of what your game will be -you will find it very difficult to define a direction and stick with it. Having good vision also helps a designer to foresee potential outcomes of design changes and helps them choose the best way to proceed when faced with multiple alternatives. Without a vision, a would-be designer may design a workable game, play it with friends, but not know what to do with it. The game may either lack depth or may bog down with too many rules. If no thought was given to the end product or the potential audience, the game designer will likely be left with a playable but un-publishable game.

Ok, you now have a clear vision of what your game should be, but how do you get there?

4) Persistence – A game designer must possess a certain persistence to propel them to work on their game design when they hit a wall. And trust me; you will hit several walls in pursuit of a quality game design. Being able to let design issues simmer for a while until you figure out a way to fix them and then being able to pick right up where you left off, is definitely a good trait to have. Without a strong desire to continue, you will most likely give up when things get too tough or a playtest blows up in your face. With concern to playtesting, a good designer must be able to take criticism, learn from it, and become a better designer for it. A certain thickness of skin is needed; taking criticism too personally will not lead to an improved design.

You have hit some walls and you have found ways to break through them. You have playtested your design several times and your game design is slowly improving.

5) Patience – Being patient with your design and yourself is of utmost importance in game designing. An impatient designer will attempt to rush their ideas to playtesters, and worse still - to publishers, before their design is ready. How will you know when your game is ready for testing? A design is ready for playtesting if you have the rules completely written out; all components are ready, and you maybe even tried a few solo tests if possible. Every potential issue that could come up cannot be addressed before playtesting (as that is what the purpose of playtesting is) - to see how the game works in real-time.

There is no such thing as playtesting a game too much. Every playtest session is a valuable tool in deciding what to do with the design. You might not being getting the full benefit of playtesting, but that has to do with Trait #6. Once you are completely satisfied with the design and you stop making changes to the rules (if you get that far), you should still continue playtesting to make sure the game works well for all number of players it was designed for and to check for balancing issues.

You have exhibited a great deal of patience and have playtested the game several times. Is your game ready for publication? Well, maybe, but two additional traits may aid in making your game design rise above good to exceptional status.

6) Flexibility – Being flexible will allow you to get the full benefit from your playtesting sessions. If you have too rigid of a view of what your game should be – you could be trying to cram a square peg in a round hole. Listen to what your playtesters have to say – they will be the ones playing the game when it reaches its final state, so they better like how it turns out. On the other hand, you have to have some backbone and not cave to every wish of the playtesters. As you will find, each playtester will have his own personal tastes and it is up to the game designer to determine if the changes proposed are just personal preference or an actual change that will improve the design greatly.

You have responded to your playtesters suggestions and been able to separate the really good suggestions from just personal preferences. Now, is the game good enough to be published yet? The answer may be yes or may be no – it depends to what degree you possess the 6 traits and were able to convey them in the design. One more trait will help in improving the odds of getting a game published.

7) Communication/Writing Skills – Having good communication skills allows for a designer to communicate his overall purpose for designing the game as well as convey the rules in an easy to understand but thorough manner to playtesters as well as potential publishers. It will make playtesting go more smoothly and maximize its benefits. It will help in conveying the message to publishers that you have an exceptional game and one that they can't possibly pass up publishing. Good writing skills are essential in that it will help you to write a coherent and organized rule set that encompasses all of the rules of the game without being redundant or confusing. A high-quality rulebook increases your chances of publishers taking your game seriously.

That's it! The 7 traits of a highly effective boardgame designer. If you are strong in all 7 traits, you could be the next Knizia! What are you waiting for? On the other hand, if you are lacking in any department, you will have to try extra hard to improve. If you are sorely lacking in several traits, then game design might just not be your forte.

Gamebot
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7 Traits of a Highly Effective Boardgame Designer

Very Nice! Number #4 is the real key. Sticking with a game until it is completely done is a trait that very admirable.

jwarrend
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7 Traits of a Highly Effective Boardgame Designer

Don't forget...

8. An army of loyal playtesters

There's no question that guys like Knizia and Moon are great designers, but I think that what really sets them apart is their ability to get so many designs through the crucible of playtesting. In an interview with Knizia a few years back, he indicated that he playtests most nights of the week, and obviously he has friends/testers able to commit to that kind of a schedule. Alan Moon also has several playtesting groups, and I can't even imagine how helpful it must be to have such an excess of playtesters at your disposal, eager to try out whatever concoction you happen to be working on.

That notwithstanding, I think you've written a very nice article. With your permission, I'd like to move it to the Topics in Game Design forum, since it really fits in with the scope of that forum very well. This is definitely good material for the (in-progress) wiki!

What's nice about these traits is that almost all of them can be cultivated. I suppose creativity is arguably innate, but I do think that by playing a lot of games, one can certain develop enough perspective to at least be original.

-Jeff

rellekmr
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7 Traits of a Highly Effective Boardgame Designer

My weak point here is number 4. Already depression from lack of hope of being published is making it harder to do work on my various prototypes.

Gogolski
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7 Traits of a Highly Effective Boardgame Designer

Great article! As jwarrend pointed out:

jwarrend wrote:
What's nice about these traits is that almost all of them can be cultivated.
You can indeed work on yourself and 'learn' to be a better designer!
rellekmr wrote:
Already depression from lack of hope of being published is making it harder to do work on my various prototypes.
Try not to think about it. I know it is easier said than done, but my goal/dream/whatever has shifted from "being published" to "having a game of mine on someones shelf". Someday, I WILL have a couple of well-made prototypes given away to friends that helped playtest a design. Somehow, since I kind of decided that I'm never going to be published, my designs have become more 'mature', or 'riper' if you like that better. It made me more persistent and several designs are now getting better and closer to being finished. (I never completely finished a design, although I have a couple of games now that are realy playable and fun...)

Try that, it might help...

Cheese!

markmist
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7 Traits of a Highly Effective Boardgame Designer

jwarrend wrote:
Don't forget...

8. An army of loyal playtesters

There's no question that guys like Knizia and Moon are great designers, but I think that what really sets them apart is their ability to get so many designs through the crucible of playtesting. In an interview with Knizia a few years back, he indicated that he playtests most nights of the week, and obviously he has friends/testers able to commit to that kind of a schedule. Alan Moon also has several playtesting groups, and I can't even imagine how helpful it must be to have such an excess of playtesters at your disposal, eager to try out whatever concoction you happen to be working on.

You make some good points here. But I wouldn't really classify this as a trait per say, it is more of a luxury :)

Another thing to consider tangent to your thought, is the concept of time. Obviously, Knizia, Moon, and others who crank out alot of games have a lot of time to spend on design and playtesting that many of us don't have. I think this is more of a case of volume than quality though. I think any of us has the capability to crank out at least 1 publishable game within reasonable time constraints.

jwarrend wrote:

That notwithstanding, I think you've written a very nice article. With your permission, I'd like to move it to the Topics in Game Design forum, since it really fits in with the scope of that forum very well. This is definitely good material for the (in-progress) wiki!

Sure! Can't wait to see this new wiki you guys are working on!

jwarrend wrote:

What's nice about these traits is that almost all of them can be cultivated. I suppose creativity is arguably innate, but I do think that by playing a lot of games, one can certain develop enough perspective to at least be original.

Yes, that is true. Going hand in hand with playing alot of games is just reading up on the subject as much as possible. The more familar you are with game design concepts and mechanics, the better equipped you are to tackle your own designs. So maybe an 8th trait could be how well you apply that knowledge? I wasn't sure how to approach this - and I liked the number 7, so I left it alone.

jwarrend
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7 Traits of a Highly Effective Boardgame Designer

markmist wrote:

You make some good points here. But I wouldn't really classify this as a trait per say, it is more of a luxury :)

Agreed; I brought it up simply because one of your initial questions asked "what separates the good from the truly great?" There's no question that volume factors heavily into that equation. For example, Andreas Seyfearth designed Puerto Rico, the highest rated game on the 'Geek, and Manhattan, a SdJ winner. But is he considered one of the "great" designers, in the same category as Knizia or Kramer? Not really. So as pertains to that specific question, what separates the good from the great, I think it's consistency -- repeated successes are characteristic of the "greats". And I think that throughput is crucial to that.

Quote:
The more familar you are with game design concepts and mechanics, the better equipped you are to tackle your own designs. So maybe an 8th trait could be how well you apply that knowledge?

There's no question that learning from the successes and mistakes of others (as well as your learning from your own designs) is crucial. Not sure it fits into the 7 traits you already have, but I'm also not sure I'd add an 8th trait; it might mar the elegance of your existing article, and make it more fiddly!

-Jeff

markmist
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7 Traits of a Highly Effective Boardgame Designer

jwarrend wrote:

For example, Andreas Seyfearth designed Puerto Rico, the highest rated game on the 'Geek, and Manhattan, a SdJ winner. But is he considered one of the "great" designers, in the same category as Knizia or Kramer? Not really. So as pertains to that specific question, what separates the good from the great, I think it's consistency -- repeated successes are characteristic of the "greats". And I think that throughput is crucial to that.

I would like to retract my statement about being the next Knizia if you are strong in all 7 traits. Clearly there are additional factors needed to churn out the volume of games he does. I guess my article is more geared towards being able to design one or even a few really good games. Personally, I would settle for being a Seyfarth - if I could design just 1 exceptional game then I would be content.... for now.

jwarrend
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7 Traits of a Highly Effective Boardgame Designer

markmist wrote:
Personally, I would settle for being a Seyfarth - if I could design just 1 exceptional game then I would be content.... for now.

Exactly! Just designing an excellent game, even if it never sees the light of publication, would be a heck of a nice accomplishment. Indeed, to be the next Knizia, that would mean companies have to constantly rerelease your games with mechanics unchanged but a new theme slapped on. Probably a good money maker, but not something I aspire to from a design standpoint!

-Jeff

Rick-Holzgrafe
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7 Traits of a Highly Effective Boardgame Designer

markmist wrote:
I liked the number 7, so I left it alone.

I was amused that you had seven points. I develop software and sell it as shareware in my spare time, and some years ago I wrote a well-received article in which I laid out the "seven keys to shareware success." Most of the points I made in that article don't apply to boardgame design, but one or two are quite similar to points that Mark made here. (If you're interested, Successful Shareware is posted at my Web site. Be warned: it's long, and has very little to do with board games!)

I don't expect I will ever see a design of mine published. It could happen, and I'd be delighted if it did, but I have not the time to for it. I can design games in my free time, I can build prototypes, I can press-gang the family into testing them. But finding a wider playtest audience is difficult and time-consuming, and crucial to shaking the bugs out of any design. That alone is probably enough to stop me. But beyond that, it must take a significant effort to get a finished design actually published: either by stalking publishers or by self-publishing. I can't see myself putting in that kind of effort! So I am mostly designing for my own amusement, and that of a couple of friends and family members who are willing to look at my efforts.

And for the record, I'm with Mark: I'd be delighted to be a Seyfarth! :)

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