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Avoiding Common Criticisms

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jeffinberlin
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I've posted a list of common criticisms of games and game prototypes that we should all strive to avoid. I think it's a good checklist to go through when creating a prototype:

http://berlingamedesign.blogspot.com/2012/01/avoiding-common-criticisms....

fishgeekted
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Thanks!

GREAT advice and many of those can be deeply challenging to overcome. Thanks for posting.

I'll be composing a survey for my play testers and many of these will be on that.

zipplockbag
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Jeff, this is great. Thanks

Jeff, this is great. Thanks for the list.

larienna
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The list is nice, and it does

The list is nice, and it does not depend on the type of game you are making. It applies as well to a party game or a war game.

ReneWiersma
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Good list. I'd add one: The

Good list. I'd add one: The game has a kingmaker problem. That is, a player who cannot win himself decides the winner (or rather, is forced to decide by the rules of the game).

le_renard
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Great list... I second the

Great list...
I second the "Kingmaker" too !

jeffinberlin
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I added the Kingmaker item to

I added the Kingmaker item to the list. Thanks!

Willi B
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Rule 4

I completely agree with the entire list.

When a game brings an innovative mechanic to the table and cannot seemingly be introduced without being intuitive, I have to throw rule #4 out. Making rules streamlined and informative is sometimes the best you can accomplish.

For example, I knew people that never wanted to discard their hands playing Dominion. It is clear in the rules. However, when players have cards in their hand (like multiple actions) that they want to play and cannot, they tended to want to hold on to cards and refill up to 5 cards instead of discarding good cards for potentially worse ones.

I'd love to hear different viewpoints on this.

lewpuls
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Interesting list. "It

Interesting list.

"It depends". There are times when some of these are not errors, and most depend on the target audience, so you might add that proviso at some point. For example, if you are designing a game intended to have a lot of gameplay depth, then "too many choices" for some players would be good for the players who might be interested in the game. See http://gamasutra.com/blogs/LewisPulsipher/20111025/8731/How_Many_Choices...

"Intuitive" is so overused as to be a meaningless word. Do you mean not easy to understand? Or that they don't conform to what players are used to (which isn't necessarily a bad thing, but is typically what people mean)? Why not say that then, rather than leave the reader in the mud?

"There is nothing new under the sun". What is original to one person is old hat to another. Innovation in games is immensely overrated, if by innovation you mean the typical "new mechanic". See http://gamasutra.com/blogs/LewisPulsipher/20111212/9094/Innovation_in_Ga...

L. Pulsipher

Raptormesh
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A simple and useful list, I

A simple and useful list, I followed a roughly similar guideline when I design my games and paid off somewhat during playtests. The rules are by no means cardinal however and like what Lewis mentioned above complexity should suit its intended target players. Rule #10 can sometimes lead to depth, but as long as the basic strategies or options are apparent from the start it should be manageable, from my meagre experience anyway. :)

jeffinberlin
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First, everyone, please note

First, everyone, please note the title and lead-in to the blog post. This is a list of "common criticisms," most of which I have read about published games (just skim the BGG ratings comments for an example). It is not, in any way, a set of game design "rules." Even so, I think it was an interesting exercise to compile these and look at them while designing new prototypes. This doesn't guarantee that a new game won't receive any of these criticisms. Most likely, you'll even get contradictory critiques (I've had people describe Piece o' Cake as both "too brain burny" and "too simple and random," for example!). I do believe that the list can help a designer be more self-critical, and that is something notoriously difficult to do.

lewpuls wrote:

"It depends". There are times when some of these are not errors, and most depend on the target audience, so you might add that proviso at some point. For example, if you are designing a game intended to have a lot of gameplay depth, then "too many choices" for some players would be good for the players who might be interested in the game. See http://gamasutra.com/blogs/LewisPulsipher/20111025/8731/How_Many_Choices...

Yes, you can write "it depends" on quite a few of these, actually. Any game, however, no matter how deep, could reach a point where there are too many choices. Naturally, the number of choices available is relative to the length and depth of the game, but every game (and every gamer) has its/his/her threshold.

lewpuls wrote:

"Intuitive" is so overused as to be a meaningless word. Do you mean not easy to understand? Or that they don't conform to what players are used to (which isn't necessarily a bad thing, but is typically what people mean)? Why not say that then, rather than leave the reader in the mud?

There are many ways you can make a game intuitive. Component and graphic design is the most obvious, and so is the theme. When I hear this criticism, I usually assume it has something to do with those factors. Unintuitive rules are rules that don't make sense given the game's setting, goals, and components. It has nothing to do with previous gaming experience (otherwise every new game that strays from a known formula would be unintuitive).

lewpuls wrote:

"There is nothing new under the sun". What is original to one person is old hat to another. Innovation in games is immensely overrated, if by innovation you mean the typical "new mechanic". See http://gamasutra.com/blogs/LewisPulsipher/20111212/9094/Innovation_in_Ga...

Yeah, I know what you mean. I don't limit innovation to simply having a new mechanic. And you can still argue that some things are "newer" ("fresher" is also a word that gets thrown around a lot without a clear definition) than other things. I mean, nobody played "worker placement" games a decade ago, although you could argue that it's just a new type of auction mechanic. But even there, you have to use the word "new." Speaking of auction games, Knizia had a ton of them in the 90's, but what he did with the genre is nothing less than innovative (or original or new) IMO.

How original it is, of course, is often a matter of opinion, but innovation does continue to happen. And it's what publishers and gamers are desperately searching for these days.

Thanks for your thoughts, L. Pulsipher.

jeffinberlin
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Raptormesh wrote:A simple and

Raptormesh wrote:
A simple and useful list, I followed a roughly similar guideline when I design my games and paid off somewhat during playtests. The rules are by no means cardinal however and like what Lewis mentioned above complexity should suit its intended target players. Rule #10 can sometimes lead to depth, but as long as the basic strategies or options are apparent from the start it should be manageable, from my meagre experience anyway. :)

One very clever way that many modern complex games use to offer a broad number of choices without overwhelming the players (and bog down the gameplay while everyone waits for their turn) is to start with a small number of choices and then expand those options during the course of the game. As the player becomes more familiar with the choices available, they are presented with new options. That also helps a game's story arc.

jeffinberlin
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Thanks for everyone's

Thanks for everyone's comments!

lewpuls
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Jeffinberlin: "Unintuitive

Jeffinberlin: "Unintuitive rules are rules that don't make sense given the game's setting, goals, and components. It has nothing to do with previous gaming experience (otherwise every new game that strays from a known formula would be unintuitive)."

Get some people together who almost never play games, and try to teach them some light (but not family) games. What makes sense to gamers often doesn't make sense to the non-gamers. "Make sense" depends heavily on previous experience.

The effect of prior experience is especially obvious in user interfaces in video games. Players expect things to work a certain way because that's what they're used to. There may be a more sensible way to do it, but if you write your game in that more sensible way you've created a barrier for those used to the old way of doing it.

"Intuitive" frequently ends up meaning "what people are used to", not "what is most natural or sensible. Which is why I won't use the word in game design context.

jeffinberlin
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lewpuls wrote:Jeffinberlin:

lewpuls wrote:
Jeffinberlin: "Unintuitive rules are rules that don't make sense given the game's setting, goals, and components. It has nothing to do with previous gaming experience (otherwise every new game that strays from a known formula would be unintuitive)."

Get some people together who almost never play games, and try to teach them some light (but not family) games. What makes sense to gamers often doesn't make sense to the non-gamers. "Make sense" depends heavily on previous experience.

The effect of prior experience is especially obvious in user interfaces in video games. Players expect things to work a certain way because that's what they're used to. There may be a more sensible way to do it, but if you write your game in that more sensible way you've created a barrier for those used to the old way of doing it.

"Intuitive" frequently ends up meaning "what people are used to", not "what is most natural or sensible. Which is why I won't use the word in game design context.

I think it's a good point, but again, not all-encompassing. As I type away on my Apple notebook computer, I can't help but think that the designers were trying to make the user interface as intuitive as possible--and not just for those with previous computer experience. And even though they made computers more user-friendly for the layperson, they haven't alienated people with experience.

I believe the same can be done with board games, and that an "intuitive" game can be easier to learn and play for both experienced and less-experienced gamers.

And, on the flip side, there are some games that are unintuitive no matter how much one plays them. If playtesters keep getting the same rule wrong, it's a good sign that the rule either needs to be communicated differently (better graphic presentation, possibly using an overview card) or that the rule itself needs to be changed or eliminated. Even if that is based on previous experience (sometimes cultural, non-gaming experience), it is still something to take into consideration when designing a game, as it will be a factor in how that game is received.

Crensh3000ad
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Hello Jeff, I would like to

Hello Jeff,

I would like to thank you for putting up this incredibly useful list. Event though I am just tinkering with some game ideas, I honestly believe that this list is ONE OF THE BEST ADVICES ON GAME DESIGN to be found ON THE NET. PERIOD. There is just so much useful information to reflect upon.

Thanks!
Best, Crensh

rtwombly
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Designable vs Testable

IMO, some of these can be avoided by attending to them during design, others must be discovered through playtesting. To wit:

1. Design
2. Playtesting
3. Playtesting
4. Playtesting
5. Design
6. Playtesting
7. Playtesting
8. Design
9. Playtesting
10. Design
11. Design
12. Design
13. Playtesting
14. Design

Of course the designer may think he has avoided the pitfalls and discover otherwise in testing, but my real point is that some problems can't be seen before you get a prototype to the table. Good list.

gameogami
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Jeff, thank you very much for

Jeff, thank you very much for putting together this list. This is most helpful! These are good questions to ask oneself again and again during multiple stages of design.
I'd like to suggest adding another one to the list:

#15 - there are too many "Special Case" rules that handle situations where the core rules break down, or that fix game inbalances created by the design.

SlyBlu7
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Absolutely!

Absolutely! As a Warhammer player, I can certainly agree with Gameogami's #15. It happens most commonly when there is a core set of rules, and then expansions or sub sets. "Thing X breaks core rule Y, so implement rule Z" is just too confusing to deal with. It's better to have a wide range of core rules, and then fit your expansions etc. into that, than to have several new items which overrule the core concepts.

A lot of these are also cases of "you can't please everyone". For example 6,7 and 10 are all different ends of the same spectrum:
There's only one way to win! ...so I fix that for you
Now I have too many choices! ... so I fix that for you
Now I don't have any choices! ... back to square one...

And not to get too far off the topic, but how is Germany? I have wanted to live there for a while, but vowed that I would never live in a country until I was 100% comfortable with their language, and after 5 years of German, I can't say that yet. I know that culturally they don't have much against English-speakers who at least attempt their language upon introduction, but how would they handle an American or English-speaking designer submitting to a German publisher? Good? Bad? Next best thing to a payback for Dresden?

jeffinberlin
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patching up a design

Good suggestions. I've added it as point #5 because it actually is related to "the rules are unintuitive."

One thing that can make the rules unintuitive is having too many little rules or exceptions to the base rules (too many "if...then..." clauses). Oftentimes this is done for balancing reason after playtesting.
When a problem surfaces, it's easiest for the designer to add a "patch" to the rules. Too many patches, and the game gets bigger and clunkier and harder to play. Remembering the rules becomes the game, rather than exploring the system defined by the rules.

The best designers are able to actually REDUCE the number of rules during playtesting and refining. They find out what is really necessary, and they are able to let go of some of their favorite parts for the sake of the overall game (you can always return to some of the ideas that didn't make the cut this time).

I do think that it is perfectly fine for the core rules to be simpler, and for expansions to change those rules. That's what expansions are for (besides to capitalize on a popular brand:-): to change up the game for those who play it a lot and long for something different. Now, I'm not a CCG or Minatures player at all, and I don't enjoy games with a myriad of different rules to remember for every card or figure (although I think I can learn something from those who do!), so I can only speak for standard and Euro-style and board and card games.

jeffinberlin
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living in Germany

SlyBlu7 wrote:
And not to get too far off the topic, but how is Germany? I have wanted to live there for a while, but vowed that I would never live in a country until I was 100% comfortable with their language, and after 5 years of German, I can't say that yet. I know that culturally they don't have much against English-speakers who at least attempt their language upon introduction, but how would they handle an American or English-speaking designer submitting to a German publisher? Good? Bad?

I enjoy living in Berlin, a city I have called home since graduating from college in '94. I learned most of the language here, through immersion. I'm not sure I could live anywhere else in Germany--or Europe, for that matter. This is just the right place for me, a large city that still knows how to slow down, with people who are both very direct and in-your-face at times, but also the most loyal friends I've ever known.

And many German publishers are very open to game submissions from English-speakers. The key is to pitch the right game to the right publisher. And the Hippodice competition is a great opportunity to get your prototype seen and played by many publishers at once, if the club selects it for its short list. Either way, you'll have an idea of how your game would fare in this market.

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