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What are the elements of a party game. What makes it tick.

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Anonymous

I'm considering a party board game. Something along the lines of Charades. What sort of elements are needed in the game to make it work? I've considered the theme which is party game/group vs group competition. I have a name to sort of pique interest 'Mime Hunter'. And I have a basic scoring and rule set for the game. What am I missing? I think this one might be a nightmare to playtest as getting people into the mood to play a charade game is going to take some very true friends or some very good pizza.

Sorry if my thoughts are a little disjointed but right at this moment in between mentally playing the game with myself and studying for a chapter final... I'm kinda frazzled. If anyone has a thought about this I'd love to hear it. (or them)

jwarrend
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Re: What are the elements of a party game. What makes it ti

mikeb wrote:
I think this one might be a nightmare to playtest as getting people into the mood to play a charade game is going to take some very true friends or some very good pizza.

This might be a point about which I'd be concerned. I've also thought that at some point it would be fun to try to cook up a party game, but the question I always come back to is, "yeah, but could I get people to actually want to play it?" Party games should be the absolute easiest to rope people into playing, because they promise minimal effort and maximal fun. But they're also probably challenging to design because the "fun factor" is so much more important than in a strategy game. If you suspect getting playtesters would be a "nightmare", it probably doesn't bode well for the viability of the idea.

On the other hand, you're assuming people wouldn't want to test the game, but you might be wrong; why not just ask some friends whether it sounds like something they'd be interested in? You might be surprised...

Good luck!

-Jeff

Anonymous
Re: What are the elements of a party game. What makes it ti

jwarrend wrote:
mikeb wrote:
I think this one might be a nightmare to playtest as getting people into the mood to play a charade game is going to take some very true friends or some very good pizza.

. If you suspect getting playtesters would be a "nightmare", it probably doesn't bode well for the viability of the idea.

On the other hand, you're assuming people wouldn't want to test the game, but you might be wrong; why not just ask some friends whether it sounds like something they'd be interested in? You might be surprised...

Good luck!

-Jeff

Thanks jeff, I guess the reason I think it might be a nightmare is that charade games aren't really a big party game... not around my neck of the woods. The most interactive one I've ever dealt with was something like Twister and I'm not going to try tor a splinter idea from that... the original is just all you need.

I was thinking that Mimes might be an interesting topic but I think I'll put this one on the back burner for a bit. Maybe the world isn't ready for Mime Hunter yet.

Anonymous
Charades type games

One issue you may run up against with a charades-type party game is there are already a number of them. And most are very, very good sellers.

Cranium (if I remember right) has an element of Characdes in it.

Guesstures is similar.

Probably the most direct decendant, and great seller, is Time's Up. A fabulous game of timed Characdes with fun variants the come into play each round.

Now if you can come up with another variation... then actually you would be in good company, and it might do well.

----------------------------------------

As for party games... well, the biggest selling one for the last year or so is Apples to Apples. I *bellieve* (but I may be wrong) it out sells Cranium and all the others.

Its main strength is two-fold: ease of play, and fun of play. It is very simple to explain the game. Additionally, the humor and fun becomes apparent very, very quickly. Even more so with 7+ players.

But to say it is strategic is pushing it. It isn't.

But the game play is more fun than the winning. And, in fact, the winning is sort of a let down because the game play is so fun and winning menas stopping play.

The keys to a good party game are:

1. Interaction
2. Light and/or funny
3. No "screw other players" actions
4. No "last-person-standing-is-the-winner" win conditions
5. Rules light

Beyond that *shrug* I have no idea what makes a good party game.

Best regards,

Rainsfrod

IngredientX
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What are the elements of a party game. What makes it tick.

I think many of the above definitions are very good, but let me send a shout-out to reinforce a couple of them.

LIGHT - Party games are very rules-thin, and there's no true strategic or tactical thought to them. They challenge a person's creativity, knowledge of trivia, or ability to communicate with others, but there's nothing deep or hidden about how to play it.

EASY - A party game should have no learning curve, and ideally should not favor the experienced player over the newbie. It should be possible to convince a person who is not in the mood for gaming or doesn't normally like gaming to play a party game.

LARGE - Party games should ideally accomodate large numbers of players. There are some with a max of five, but most can take 8 or even 10 players.

COMMUNICATION & INTERACTION - Party games should bring a group of disparate people close together. They often do this by forcing people to interact with each other. This can be done by asking questions (any trivia game), judging a subjective play (Apples to Apples), or trying to deduce someone else's riddle (Pictionary).

LIGHT, PLEASANT FUN - This is the single most important element of a party game. Yes, games in general should be fun, but a game like Tigris and Euphrates or Age of Steam provides a heavy and intense sort of fun. Party games feature lots of laughing and shouting, not silent thinking and furrowed brows. You should be able to play the game several times in a row in one night.

I think it's also helpful to note a significant limitation of many party games: replayability. While it's common for a group to play a party game many times in the same session, most gaming groups have a hard time playing the same party game over an extended period of time.

Sometimes this is because of finite limitations in the game - for example, Apples to Apples only has so many cards, and after awhile, you just keep seeing the same ones come up. Other times it's due to "creative burnout." A storytelling party game may be fun the first few times, but after awhile, players may just be sick of telling the same stories.

Many companies have made a killing out of expansions for party games, but I think a significant point of this is to not worry so much about replayability as you would for a strategy game. Most gaming groups will probably not play your game, say, thirty times in a year. That's nothing against your game, but the general impression I get from party games.

One last note: I met a game designer named Dominic Crapuchettes at Stephen Glenn's PowWow last year. He had self-published his first game, Cluzzle, and I recall that he was going to stick to publishing party games because he felt they were more lucrative.

Hey Dominic, if you're lurking out there, do you have any more tips? :)

Chip
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What are the elements of a party game. What makes it tick.

The suggestions/characterizations provided here thus far on party games have been excellent in my opinion. I've found all of these elements/ideas to be true in one sense or another.

My interest and game development energy goes into party games, so I figure I'll throw my two cents in here. And interestingly enough, our second game - which will be completed next week - is in fact a variation of charades. It's called Stumblebum. We're doing an initial small run of 500 games, of which about 150 have already been sold direct to end users. And if everything goes right, I'll have sold about 300 if not more by the time the 500 is actually ready for delivery next week. As an aside, I also happened to meet Dominic Crapuchettes of Cluzzle at last year's Toy Fair in NY. In fact we swapped games - one of my Coopetition for one of his Cluzzle.

I'm interested in party games for several reasons, one of which as Dominic suggested, is that I believe party games to be more lucrative. Lucrative because they perhaps have more mass appeal, or maybe lucrative because some party games may not involve elaborate design or manufacturing considerations that cost more money. I'm sure the term "mass appeal" conjures up negative ideas for some, but for me it's about simple economics and seeing a lot of people have fun.

Party games are appealing for many of the reasons already described. Another, and perhaps someone mentioned this and I simply missed it, is familiarity. Stumblebum works on a certain level because people already know how to play. Familiarity is the corrollary to EASY as described by IngredientX.

Social Interaction and the nature of the interaction is what also sets party games apart. Party games are often "Active" in a physical or vocal sense. They might not involve a lot of strategic thought at times, but they sure can create a rucous. Also important is the Psychological commitment needed to play the game. How much effort does it take to learn? How long does it take to play? How much intellectual, strategic, or other kinds of "deep" thought are needed to play? And can I walk away in the middle of the game if need be without feeling as though I've abandoned something important?

We've published two games now. (The second, this charades game I mentioned, technically won't be finished until next week I guess.) Coopetition and Stumblebum are both party games. Yet each has its own characteristics that were interesting to watch during testing. For instance, Coopetition includes among other things, some trivia. This added an "intellectual" element to the game that on a certain level made it less appealing to some that either weren't or didn't consider themselves "smart." For some, trivia can be intimidating even if you know a lot of stuff. Coopetition also takes on average just under an hour to play. For a party game this is fairly standard, although the game could last longer - even much longer - depending on the number of people, etc. After a certain point, the longer the game lasts, the less appealing it becomes. The game fortunately takes only about five minutes to understand and begin playing (this is because I intentionally incorporated lots of familiar elements), yet there's a certain level of psychological and time commitment needed from the average party goer. Parties are about being social and active. Party Games must thus also fit this schema. This also means you need the option of doing something different. You either need some variety in the game, or you need to be able to finish the game in a reasonable amount of time so you can go do something else.

The new charades game, Stumblebum, in contrast takes about 2 minutes to learn, and 20 to 30 minutes to play. It's been a crowd pleaser throughout testing and has worked well on a variety of different leverls - easy to understand, quick play time, lower price point, etc.

I obviously know nothing about the charades game "Mime Hunter" originally mentioned by mikeb that started this thread, but I have a couple thoughts that may or may not be on the mark:

1) the name "Mime Hunter" itself suggests to me that the players might be trying to figure something out, as if there might be a strategic element to the game. This could potentially work. I like to think I successfully introduced an element of strategy into the game Coopetition, but generally speaking "strategy" and "party game" aren't usually closely associated with one another for a variety of reasons. If you're keeping score, "strategy" increases psychological commitment, which if elevated too high can kill your party game.

2) your simple use of the term "rule set" to describe the directions suggests either that the rules themselves are too elaborate, or you're simply using terminology you've developed while creating other types of non-party games. Either way, you might find when you've completed your "party game" that you don't in fact have a party game. This may be semantics, but most party game players would never use a term like "rule set". You either have "rules", or "directions", but not "rule sets." (I happen to be 3/4 Swedish. We don't each casseroles, we eat "hot dish")

Chip

Verseboy
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What are the elements of a party game. What makes it tick.

I've been absent from the forum for the past couple of months as business has gotten in the way of game pursuits.

My interest in games leans heavily to party games. Going back many years I used to see these games described as "adult interaction games." The best party games foster interaction among participants. How well a game performs that single function will determine how the game is received by the public.

A party game should have laughs. That's first and foremost for me. It should be playable with upwards of 6 people. It should take a minute or two or three to learn the rules. Turns should play quickly, and the game should have a short duration. (You can always play the game again if you didn't get your fill.) The game should have a system of variables that makes it play differently every time. One of those variables should be the people playing the game. By that, I mean the game should be totally different if I'm playing it with Chip and IngredientX than if I'm playing it with Rainsford and MikeB. And winning is irrelevant. As Drew Carey says on Whose Line Is It Anyway?, "The points don't matter." You truly shouldn't care if you win or lose because you had so much fun playing the game. Someone made this point about German games not too long ago. With German-style games, you can enjoy the experience, but ultimately you're playing to win. With a party game, the winning should be inconsequential to the experience.

I've designed a couple of party games that I regard as finished, though nothing is truly finished until it is on the shelf at the store. One is a creative game revolving around classic poetry. It has 3 variables to it that ensure that it is different every time. Unlike pure party games, though, it requires that you expend a little mental energy. That fact, plus the core component of poetry, scares some people. My game is to great poetry as Pictionary is to great art. It's a game that degenerates well into raunchy fun with the right people. My other game is in the Apples to Apples range, though I came up with it before I had ever heard of Apples to Apples. I think it fits all the criteria I outlined above. It, too, degenerates well.

I play all kinds of games. (We're having a word game party tomorrow.) Party games require the least amount of arm twisting to get players. Based on sales, it would appear that party games are where the most money potential is. Certainly some of my motivation is mercenary. If I can sell any game, I'll be happy, but I'll be happiest if I can support myself from creating games.

A lot of rambling. I hope it provides food for thought for someone.

Steve

boardgamegeezer
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What are the elements of a party game. What makes it tick.

Fun addictive and simple rules.
Also Good artwork.
That is the basic equation of a best selling party game.

Hamumu
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What are the elements of a party game. What makes it tick.

I don't know about artwork... Cranium has downright awful artwork, and it's the only party game I can think of offhand that really has ANY artwork (aside from general "design" stuff, like the layout of the board and all). What are you thinking of when you say good artwork?

Chip
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What are the elements of a party game. What makes it tick.

Hamumu wrote:
Cranium has downright awful artwork

Not that this inherently makes it "good" artwork, but the Cranium artwork is actually created by a fairly prominent artist by the name of Gary Baseman. You can see his work at www.garybaseman.com.

Chip

FastLearner
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What are the elements of a party game. What makes it tick.

Beauty is definitely in the eye of the beholder, because I quite like his style.

-- Matthew

Hamumu
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What are the elements of a party game. What makes it tick.

Yes, truly that's a matter of opinion (but there's a whole lot of "professional" art I consider terrible - after all, Carrot Top is a "professional" comedian!), but the real thrust of my post was that I don't know of any party game where art is of the slightest concern, and Cranium's the only one I can think of that even has artwork at all. I'm wondering if geezer is thinking of a very different group of games than I am as party games, or maybe I'm missing a whole big section of the party game world. I'm thinking of Pictionary, Taboo, Outburst, Apples To Apples, and all their friends. Artwork doesn't seem to be any consideration in those at all!

I think the keys to a party game are: grotesquely simple rules, goals that do not require real skill to achieve (I think Trivial Pursuit is not much of a party game - it's mostly a quiet, reserved endeavor and there's too much real competitiveness and difficulty to it), forcing players to interact in embarrassing/silly ways, an emphasis on creativity is good but not required, and a de-emphasis on scoring. I know whenever one team gets near the end in Cranium or Pictionary, I feel disappointed knowing it's going to end, as opposed to "yay I'm winning" or "boo, I'm losing".

Verseboy
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What are the elements of a party game. What makes it tick.

Hamumu wrote:
I think the keys to a party game are: grotesquely simple rules, goals that do not require real skill to achieve, forcing players to interact in embarrassing/silly ways, an emphasis on creativity is good but not required, and a de-emphasis on scoring. I know whenever one team gets near the end in Cranium or Pictionary, I feel disappointed knowing it's going to end, as opposed to "yay I'm winning" or "boo, I'm losing".

I tried taking out the scoring in both of my party games because winning or losing was irrelevant to the game play. You didn't care if you finished dead last because you had fun. Having no scoring at all, though, removed an important quality to the game. I guess it seemed like if you weren't even bothering to keep score, why bother playing. Anyway, I added it back in in both cases. You enjoy the games as much whether you finish first, fourth, or eighth, but if you finish nothingth (You like my new word?), it seems less worth doing. I can't quite say why.

Hamumu wrote:
(I think Trivial Pursuit is not much of a party game - it's mostly a quiet, reserved endeavor and there's too much real competitiveness and difficulty to it)

Trivial Pursuit is very much a party game, in my opinion. Our games were never reserved. We were always competitive, but we always enjoyed the "Aha!" moments, regardless of who achieved them.

Steve

kungfugeek
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downtime

I only read the most recents posts, but I'd add that a lack of "downtime" is a key factor if I'm going to be interested in the party game at all. Which is why I don't like playing Taboo -- anyone who's not on the guessing team and not the buzzer has nothing to do until their turn comes around. Same thing with Pictionary and Cranium whenever there isn't an "All Play" event. I call all of these party games, but I think they could be more active. Almost every trivia game I've played has had downtime but none of them really need it, in my opinion. Come to think of it, it's very common for a party game to make you wait for someone else's turn. Yet most of them don't need turns at all. Every card in Cranium could be an "all play", for example. The team that wins 10 cards first wins the game. Simple. No dice or rolling, unless you want to determine the color of question randomly. Or say the first team that wins 2 cards of each color wins. That way that have to spread out their topics. There are lots of things topic-card-type games could do to make the gameplay simpler and more interactive, I think.

Apples to Apples is a great counter-example -- almost no down time, except for the 3 seconds it takes for the judge to decide which apple he likes. You can finish a game in under 20 minutes and usually will have enough steam to want to play again right away.

Hamumu
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What are the elements of a party game. What makes it tick.

I agree, this is quite important. Scattergories is an interesting example (I like it a lot, but...) where everybody has some serious downtime, and worse yet, your entire party goes dead silent for 3 minutes (?) at a stretch while people write down words. I also get antsy when the other team is doing everything in Pictionary, etc. And that's another knock against Trivial Pursuit - at any time, only one person is really "playing" while everybody else (except the card reader, who really has a pretty dull job) is just sitting around waiting, without so much as a strategy to think about. There is the element of "ooh, I know that one!", but it's rather minor compared to, say, everybody having to slap a buzzer to try to answer first.

In general, definitely, keeping everyone actively involved all the time is great. I think this is an excellent rule to apply to any game, party or not - in a heavy thinker, it's good when players have 'counter' cards they can play during an opponent's actions, or just other things to think about and analyze while the opponent plays. Big downtime, even in a slow-paced thoughtful game, isn't fun, it's snack time. If your game is such that a player can't do well if he goes and grabs a beer while the opponent takes a turn, you're doing something good, because the player is actively engaged at all times. Of course, you may have created a stressful rather than fun game, but that's another issue.

I also agree that you must have scoring in the game, and winners and losers. People have a desire for competition. I just think in a party game, this element is de-emphasized, while in a strategic game, it's the heart of the game, trying to maximize those points. In a party game, you don't get your thrill from beating opponents, but rather from getting a good laugh, or those "I would've drawn it like this..." moments, or other things. Not that there is no thrill in winning, or a close race, or any of those things, so they do add to the game as well!

boardgamegeezer
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What are the elements of a party game. What makes it tick.

Hamumu wrote:
I don't know about artwork... Cranium has downright awful artwork, and it's the only party game I can think of offhand that really has ANY artwork (aside from general "design" stuff, like the layout of the board and all). What are you thinking of when you say good artwork?

Well people sometimes just go by visual and pick up the best looking artwork kind of game not even knowing how it plays. I know I have done it myself.

kungfugeek
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What are the elements of a party game. What makes it tick.

Hamumu wrote:

I also agree that you must have scoring in the game, and winners and losers. People have a desire for competition. I just think in a party game, this element is de-emphasized, while in a strategic game, it's the heart of the game, trying to maximize those points. In a party game, you don't get your thrill from beating opponents, but rather from getting a good laugh, or those "I would've drawn it like this..." moments, or other things. Not that there is no thrill in winning, or a close race, or any of those things, so they do add to the game as well!

I think that's a great way to put it. Winning isn't the focus in a party game -- it's there to provide a little motivation at the beginning of the game and maybe a little spark if/when the energy dies down. Still necessary, but its just an ingredient rather than the whole reason for playing. I think a party game is successful when I remember the interaction first and the winner second (or not at all).

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