I recently got back from my three week vacation from England (to visit my family for Christmas) and went ahead and spent a significant amount of time designing my game, "Chariots of War."
As this is my first board game I've really designed, I have already learnt a lot from the time and the mistakes I made on it.
What I did is simply sat down and began writing the rules of the game. I played parts of the game in my mind, noticed the rules didn't work and tweaked the rules and so on. After doing this for about a week, I ended up with around ten pages of rules (including a lot of examples). Proud of my masterpiece, I got my brother together and preceded to play test with him.
After about five minutes explaining to him the rules, he looked at me blankly and said, "that is way too complicated no one is going to play that." I brushed aside his comment, and continued to explain to him the rules and went ahead and tried to play test a part of my game with him.
After around ten minutes, it began to also become clear to me that my whole beautiful ediface of crystalline thought embedded by the rules was a load of garbage; "it sucked," my brother told me succinctly.
This was a huge reality check for me, and my brother reminded me that the best games are simple which was something I really did also believe in.
What I did then, is got rid of around 80% of the rules and started from scratch. This time I just concentrated on one fundamental and simple activity -- moving the chariots. It took me around one to two hours of brain storming, talking to my brother and receiving his judgements of "that sucks" or "sounds ok" until I got, "let's try it".
After that we went ahead and play tested the most simplest ideas we could think of moving the chariots. When I say moving, I meant the most simplest activity of moving ahead. We tried rolling dice, using cards and so on. Through extensive playtesting up front we were able to eliminate quickly dead ends and home on something really interesting.
After moving was completed, we then worked on ramming the chariots, going around corners and so on, using the same method as before: discussion, judgement, and trying out various alternatives with the existing basic rule set.
After four or five days of spending two to three hours every day. I can say I have a fairly solid basic foundation to work on that is actually beginning to be fun. Not only that, it is a *lot* simpler and easier to do.
Why I am relating this experience, is that this one instance may point to something a lot more important than just the helpfulness the approach has been to my current game.
Being in software development for around five years now, I have begun to realize the importance of having a good programming methodology. By methodology I mean a set of practices that bring discipline to the creation process so as to increase the chances of creating something of quality that meets the requirements of the target audience. In other words, finding a way to be able to reproduce success.
I am not saying I have found the holy grail or anything, but I think evolutionary design is the way to go.
Their is an article at gamedev.net that I believe is a must read and it explains the evolutionary process really well:
http://www.gamedev.net/reference/articles/article1661.asp
I read the article before I was inventing my game, but I sort of stumbled upon the process.
Maybe through more development and fleshing out, a methodology can be concretely spelled out that can increase all of our chances greatly of producing a great game. I am convinced, that coming up with the simplest thing, testing it at the beginning, integrating it and repeating the process is the way to go.
Also I believe it is essential that any game designer also understand behavioral psychology of rewards and punishments in their games and the importance of choices. There is a couple of great articles on Gamasutra.com, http://www.gamasutra.com/features/20010427/hopson_pfv.htm and http://www.gamasutra.com/features/20020204/hopson_pfv.htm
This should be required reading for all budding game designers.
Any comments or discussion on this would be greatly appreciated.
--DarkDream
D'oh!
As you were typing this I was actually typing out a simplified version of my game design practice in the "Bash the leader" thread...
...oddly similar.
Hmm.
Tyler